AoeStats
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African Clearing

510531730Analyzed
4v4 RM · 12h ago on Oct 1, 2026· 5m 18s· 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
🇮🇳 Magyars · India
1200
+14
🇺🇸 Byzantines · United States
1174
+15
🇩🇪 Britons · Germany
1170
+15
🇹🇼 Celts · Taiwan
1100
+19
🇨🇳 Malay · China
1185
-16
🇹🇼 Danes · Taiwan
1151
-16
🇭🇰 Inca · Hong Kong SAR China
1150
-16
🇨🇳 Mongols · China
1138
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 198 — — —
26 138 — — —
17 91 — — —
15 80 — — —
15 82 — — —
11 58 — — —
6 34 — — —
4 21 — — —

Resources

Player Food Wood Gold Stone Spent Collected
400 475 70 100 1,045 260
200 425 0 100 725 100
200 325 0 100 625 314
450 50 0 0 500 380
0 300 0 100 400 0
0 300 0 100 400 0
0 50 0 0 50 0
0 18 0 0 18 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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