AoeStats
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African Clearing

506304586Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 4m 26s· 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
🇨🇳 Malay · China
1335
+13
🇨🇳 Khmer · China
1332
+13
🇷🇺 Burgundians · Russia
1243
+17
🇨🇳 Shu · China
1236
+17
🇯🇵 Persians · Japan
1301
-17
🇲🇽 Mongols · Mexico
1299
-16
🇲🇽 Wei · Mexico
1262
-15
🇲🇽 Japanese · Mexico
1198
-12
Player eAPM Actions Feudal Castle Imperial Opening
52 230 — — —
40 179 — — —
38 169 — — —
31 137 — — —
23 103 — — —
19 84 — — —
8 34 — — —
7 29 — — —

Resources

Player Food Wood Gold Stone Spent Collected
750 325 0 100 1,175 551
400 425 0 100 925 550
450 325 0 100 875 357
350 425 0 100 875 564
0 650 0 200 850 405
200 300 0 100 600 9
0 325 0 100 425 0
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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