AoeStats
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African Clearing

504846914Analyzed
4v4 RM · 26d ago on Sep 6, 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
🇸🇪 Vietnamese · Sweden
1345
+15
🇸🇪 Ethiopians · Sweden
1335
+16
🇲🇽 Bohemians · Mexico
1281
+18
🇬🇧 Khmer · United Kingdom
1270
+18
🇫🇮 Lithuanians · Finland
1360
-18
🇯🇵 Dravidians · Japan
1347
-18
🇨🇳 Gurjaras · China
1319
-17
1266
-14
Player eAPM Actions Feudal Castle Imperial Opening
28 146 — — —
24 126 — — —
20 105 — — —
14 73 — — —
14 74 — — —
11 59 — — —
8 44 — — —
1 5 — — —

Resources

Player Food Wood Gold Stone Spent Collected
400 453 50 100 1,003 345
450 325 0 100 875 269
300 425 0 100 825 301
350 325 0 100 775 400
200 300 0 100 600 170
450 125 0 0 575 480
100 275 0 100 475 110
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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