AoeStats
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African Clearing

504740877Analyzed
4v4 RM · 24d ago on Sep 6, 2026· 5m 58s· 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
🇨🇳 Spanish · China
1196
+16
🇧🇪 Berbers · Belgium
1186
+16
🇩🇪 Armenians · Germany
1164
+17
🇨🇳 Mongols · China
1142
+18
🇭🇰 Mapuche · Hong Kong SAR China
1281
-20
🇨🇳 Georgians · China
1213
-18
🇹🇼 Lithuanians · Taiwan
1174
-16
🇨🇳 Japanese · China
1097
-13
Player eAPM Actions Feudal Castle Imperial Opening
60 356 — — —
41 248 — — —
38 227 — — —
34 206 — — —
31 187 — — —
21 128 — — —
18 110 — — —
11 68 — — —

Resources

Player Food Wood Gold Stone Spent Collected
750 325 50 100 1,225 625
570 455 50 100 1,175 465
600 450 0 100 1,150 433
450 525 0 100 1,075 370
800 100 50 0 950 713
400 450 0 100 950 293
400 425 0 100 925 291
200 275 50 100 625 300
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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