AoeStats
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African Clearing

512636714Analyzed
4v4 RM · 9d ago on Oct 10, 2026· 1m 26s· 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
🇩🇪 Wu · Germany
1468
+11
🇹🇷 Bulgarians · Türkiye
1459
+11
🇪🇸 Vietnamese · Spain
1427
+12
🇫🇷 Huns · France
1419
+13
vs
🇨🇳 Malians · China
1399
-14
🇯🇵 Japanese · Japan
1336
-11
🇨🇳 Malians · China
1330
-11
🇨🇳 Malians · China
1317
-11
Player eAPM Actions Feudal Castle Imperial Opening
70 101 — — —
55 80 — — —
22 32 — — —
16 23 — — —
12 17 — — —
2 3 — — —
2 3 — — —
2 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
0 300 0 100 400 0
0 275 0 100 375 0
0 275 0 100 375 0
0 275 0 100 375 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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