AoeStats
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African Clearing

510670527Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 2m 56s· 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
🇨🇱 Mongols · Chile
1768
+11
🇧🇷 Vikings · Brazil
1538
+20
🇹🇷 Saracens · Türkiye
1488
+22
🇦🇷 Hindustanis · Argentina
1420
+26
🇺🇾 Varangians · Uruguay
1710
-22
🇺🇾 Spanish · Uruguay
1700
-22
🇺🇾 Mongols · Uruguay
1585
-18
🇺🇾 Saxons · Uruguay
1561
-17
Player eAPM Actions Feudal Castle Imperial Opening
50 148 — — —
41 121 — — —
34 101 — — —
31 90 — — —
30 89 — — —
26 75 — — —
14 40 — — —
13 37 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 400 0 100 750 72
250 300 0 100 650 92
200 275 0 100 575 0
0 450 0 100 550 25
150 300 0 100 550 0
0 325 0 100 425 0
0 275 0 100 375 0
0 275 0 100 375 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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