AoeStats
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African Clearing

505881848Analyzed
4v4 RM · 19d ago on Sep 11, 2026· 7m 52s· 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
🇷🇺 Turks · Russia
1222
+14
🇨🇳 Saracens · China
1202
+15
🇧🇴 Georgians · Bolivia
1184
+16
🇭🇰 Koreans · Hong Kong SAR China
1161
+17
🇭🇰 Tupi · Hong Kong SAR China
1259
-19
🇨🇳 Magyars · China
1179
-15
🇨🇳 Chinese · China
1135
-14
🇨🇳 Vietnamese · China
1134
-14
Player eAPM Actions Feudal Castle Imperial Opening
43 339 — — —
38 298 — — —
34 265 — — —
33 261 — — —
30 238 — — —
29 225 — — —
24 188 — — —
16 122 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,250 425 50 100 1,825 1,559
1,250 350 50 100 1,750 1,325
1,150 425 50 100 1,725 1,210
1,000 475 50 100 1,625 995
1,000 425 50 100 1,575 880
700 575 0 100 1,375 868
750 425 0 100 1,275 735
600 350 50 100 1,100 762
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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