AoeStats
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African Clearing

505930926Analyzed
4v4 RM · 20d ago on Sep 11, 2026· 9m 30s· 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
🇮🇳 Mongols · India
1130
+16
🇹🇼 Koreans · Taiwan
1118
+17
🇲🇩 Persians · Moldova
1118
+17
🇧🇪 Franks · Belgium
1091
+18
🇫🇮 Dravidians · Finland
1162
-18
🇲🇽 Hindustanis · Mexico
1155
-18
🇫🇮 Armenians · Finland
1146
-17
🇵🇪 Huns · Peru
1076
-15
Player eAPM Actions Feudal Castle Imperial Opening
32 307 — — —
27 258 — — —
25 233 — — —
25 233 — — —
18 169 — — —
18 173 — — —
15 147 — — —
12 110 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,150 931 0 200 2,281 1,599
1,500 575 0 100 2,175 1,832
1,150 500 50 100 1,800 1,146
1,000 375 0 100 1,475 1,204
1,000 400 50 0 1,450 1,253
670 530 50 100 1,350 789
1,000 325 0 0 1,325 1,211
600 378 50 105 1,133 644
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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