AoeStats
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African Clearing

510698242Analyzed
4v4 RM · 10h ago on Oct 2, 2026· 5m 37s· 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
🇮🇳 Varangians · India
1138
+9
🇬🇧 Danes · United Kingdom
1028
+14
🇺🇸 Vietnamese · United States
1028
+14
🇲🇽 Ethiopians · Mexico
947
+17
🇨🇳 Burgundians · China
991
-14
🇺🇸 Khmer · United States
990
-14
🇹🇼 Persians · Taiwan
989
-14
🇭🇰 Huns · Hong Kong SAR China
931
-12
Player eAPM Actions Feudal Castle Imperial Opening
46 261 — — —
41 228 — — —
40 227 — — —
24 132 — — —
23 131 — — —
20 112 — — —
18 103 — — —
9 51 — — —

Resources

Player Food Wood Gold Stone Spent Collected
550 400 50 100 1,100 488
450 475 0 100 1,025 290
300 368 0 100 768 174
250 362 0 100 712 117
300 275 0 100 675 117
150 375 0 100 625 98
0 275 0 100 375 100
0 275 0 100 375 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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