AoeStats
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African Clearing

505257839Analyzed
4v4 RM · 24d ago on Sep 8, 2026· 5m 15s· 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 · China
1185
+17
🇨🇳 Persians · China
1166
+17
🇧🇪 Vietnamese · Belgium
1158
+18
🇫🇷 Mapuche · France
1131
+19
🇷🇺 Inca · Russia
1235
-19
🇺🇸 Maya · United States
1217
-19
🇺🇸 Cumans · United States
1209
-18
🇵🇱 Bulgarians · Poland
1124
-15
Player eAPM Actions Feudal Castle Imperial Opening
54 282 — — —
20 106 — — —
15 81 — — —
12 65 — — —
11 60 — — —
10 52 — — —
7 37 — — —
1 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
500 325 50 100 975 409
500 278 0 0 778 651
200 300 0 100 600 200
150 275 0 100 525 150
100 287 0 100 487 52
0 275 0 100 375 0
0 0 0 0 0 80
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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