AoeStats
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African Clearing

504952355Analyzed
4v4 RM · 26d ago on Sep 7, 2026· 6m 22s· 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
🇦🇺 Hindustanis · Australia
1068
+17
🇨🇿 Dravidians · Czechia
995
+20
🇨🇳 Khmer · China
972
+21
🇨🇱 Mongols · Chile
907
+23
🇵🇱 Bulgarians · Poland
1180
-25
🇹🇼 Vietnamese · Taiwan
1152
-23
🇨🇳 Spanish · China
1147
-23
828
-10
Player eAPM Actions Feudal Castle Imperial Opening
39 248 — — —
33 210 — — —
22 140 — — —
17 110 — — —
13 82 — — —
1 9 — — —
1 6 — — —
0 2 — — —

Resources

Player Food Wood Gold Stone Spent Collected
750 475 50 100 1,375 629
500 600 0 200 1,300 803
650 378 50 100 1,178 475
700 300 0 100 1,100 758
450 325 0 100 875 325
0 275 0 100 375 170
0 0 0 0 0 0
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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