AoeStats
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African Clearing

510698155Analyzed
4v4 RM · 19h ago on Oct 2, 2026· 5m 1s· 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
🇺🇸 Berbers · United States
1660
+11
🇨🇳 Vietnamese · China
1389
+22
🇨🇳 Mongols · China
1379
+22
🇨🇳 Spanish · China
1369
+22
🇨🇳 Khmer · China
1602
-22
🇪🇸 Berbers · Spain
1526
-19
🇨🇳 Huns · China
1512
-19
🇨🇳 Mongols · China
1462
-17
Player eAPM Actions Feudal Castle Imperial Opening
77 386 — — —
61 308 — — —
57 288 — — —
51 254 — — —
43 215 — — —
32 162 — — —
25 127 — — —
15 77 — — —

Resources

Player Food Wood Gold Stone Spent Collected
700 309 50 100 1,159 555
550 450 0 100 1,100 403
450 375 0 100 925 279
400 425 0 100 925 247
300 350 0 100 750 133
600 50 0 0 650 581
300 150 0 0 450 137
0 275 0 100 375 40
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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