AoeStats
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African Clearing

510739249Analyzed
4v4 RM · 3h ago on Oct 2, 2026· 4m 46s· 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
🇨🇳 Spanish · China
1206
+14
🇺🇸 Ethiopians · United States
1118
+17
🇫🇷 Vietnamese · France
1103
+18
🇨🇳 Franks · China
1073
+19
🇨🇳 Teutons · China
1216
-20
🇨🇳 Varangians · China
1154
-17
🇨🇳 Spanish · China
1148
-17
🇹🇼 Cumans · Taiwan
1077
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 230 — — —
45 213 — — —
44 210 — — —
43 205 — — —
40 191 — — —
26 122 — — —
23 112 — — —
20 94 — — —

Resources

Player Food Wood Gold Stone Spent Collected
450 575 50 100 1,175 500
500 375 0 100 975 422
300 300 0 100 700 110
250 300 50 100 700 140
100 425 50 100 675 100
250 300 0 100 650 212
200 300 50 100 650 142
100 275 0 100 475 120
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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