AoeStats
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African Clearing

510396296Analyzed
4v4 RM · 14h ago on Sep 30, 2026· 5m 41s· 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
🇬🇧 Persians · United Kingdom
1202
+11
🇨🇳 Chinese · China
1130
+14
🇺🇸 Ethiopians · United States
1109
+15
🇬🇧 Britons · United Kingdom
1086
+16
🇩🇪 Saxons · Germany
1112
-15
1089
-14
🇲🇽 Danes · Mexico
1084
-14
🇫🇮 Celts · Finland
1074
-13
Player eAPM Actions Feudal Castle Imperial Opening
29 164 — — —
18 104 — — —
14 81 — — —
13 72 — — —
12 69 — — —
10 56 — — —
9 51 — — —
8 48 — — —

Resources

Player Food Wood Gold Stone Spent Collected
400 525 0 100 1,025 291
450 300 50 100 900 280
400 325 50 100 875 422
200 400 50 100 750 37
250 350 0 100 700 80
250 300 0 100 650 87
400 200 0 0 600 284
150 275 0 100 525 130
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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