AoeStats
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African Clearing

512924744Analyzed
4v4 RM · 6d ago on Oct 11, 2026· 5m 11s· 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
🇭🇰 Georgians · Hong Kong SAR China
1244
+16
🇹🇼 Danes · Taiwan
1243
+16
1242
+16
🇲🇹 Saracens · Malta
1237
+16
vs
🇹🇼 Huns · Taiwan
1261
-17
🇨🇴 Chinese · Colombia
1252
-16
🇨🇳 Koreans · China
1251
-16
🇹🇼 Vietnamese · Taiwan
1222
-15
Player eAPM Actions Feudal Castle Imperial Opening
49 256 — — —
43 225 — — —
34 178 — — —
28 144 — — —
22 114 — — —
12 60 — — —
11 55 — — —
1 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
450 409 50 100 1,009 350
450 325 50 100 925 370
350 325 50 100 825 326
400 300 0 100 800 225
400 275 0 100 775 380
250 300 0 100 650 182
200 0 0 0 200 260
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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