AoeStats
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African Clearing

510740047Analyzed
4v4 RM · 7h ago on Oct 2, 2026· 3m 34s· 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
🇳🇱 Franks · Netherlands
1141
+16
🇺🇸 Ethiopians · United States
1135
+16
🇫🇷 Vietnamese · France
1121
+17
🇹🇷 Mongols · Türkiye
1085
+18
🇨🇳 Khmer · China
1180
-18
🇨🇳 Varangians · China
1137
-17
🇨🇳 Spanish · China
1131
-17
🇨🇳 Franks · China
1092
-15
Player eAPM Actions Feudal Castle Imperial Opening
38 134 — — —
36 127 — — —
36 127 — — —
22 79 — — —
17 62 — — —
17 59 — — —
12 43 — — —
8 27 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 300 0 100 650 105
200 300 0 100 600 50
150 325 0 100 575 0
0 300 0 100 400 0
0 300 0 100 400 0
0 275 0 100 375 0
0 275 0 100 375 0
0 100 0 0 100 20
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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