AoeStats
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African Clearing

506361856Analyzed
4v4 RM · 18d ago on Sep 13, 2026· 3m 47s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇿🇦 Muisca · South Africa
1365
+16
🇨🇳 Teutons · China
1361
+16
🇳🇱 Wei · Netherlands
1329
+18
🇹🇷 Slavs · Türkiye
1271
+20
🇨🇳 Mongols · China
1390
-19
🇭🇰 Lithuanians · Hong Kong SAR China
1384
-18
🇦🇺 Malay · Australia
1373
-18
🇮🇳 Persians · India
1312
-15
Player eAPM Actions Feudal Castle Imperial Opening
40 150 — — —
38 145 — — —
35 133 — — —
34 129 — — —
31 117 — — —
21 80 — — —
9 33 — — —
6 21 — — —

Resources

Player Food Wood Gold Stone Spent Collected
300 575 0 200 1,075 745
350 300 0 100 750 220
250 300 0 100 650 63
200 331 0 100 631 78
200 300 0 100 600 0
200 200 0 0 400 45
200 25 0 0 225 157
0 0 0 0 0 10
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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