AoeStats
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African Clearing

513346459Analyzed
4v4 RM · 7d ago on Oct 13, 2026· 9m 57s· 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
🇹🇷 Huns · Türkiye
1554
+22
🇺🇸 Berbers · United States
1545
+23
🇺🇸 Mapuche · United States
1465
+25
🇺🇸 Mongols · United States
1464
+25
vs
1819
-27
🇧🇷 Maya · Brazil
1677
-23
🇨🇳 Persians · China
1671
-23
🇹🇼 Magyars · Taiwan
1627
-22
Player eAPM Actions Feudal Castle Imperial Opening
46 453 — — —
44 440 — — — ⛏ Fish Boom
44 437 — — —
40 399 — — —
39 389 — — —
34 342 — — —
32 322 — — —
30 303 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,350 228 50 0 2,628 2,721
1,600 900 0 100 2,600 2,274
1,700 650 50 100 2,500 2,328
1,350 856 50 100 2,356 2,253
1,550 675 0 100 2,325 2,412
1,600 484 50 100 2,234 1,906
1,250 825 50 0 2,125 1,825
1,050 700 50 100 1,900 1,514
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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