AoeStats
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African Clearing

510800847Analyzed
4v4 RM · 13h ago on Oct 2, 2026· 7m 14s· 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
🇩🇪 Japanese · Germany
1081
+13
🇺🇸 Magyars · United States
1041
+15
🇬🇧 Saracens · United Kingdom
1039
+15
🇩🇪 Ethiopians · Germany
1013
+16
🇺🇸 Saxons · United States
1036
-15
🇦🇹 Chinese · Austria
1030
-15
🇦🇷 Franks · Argentina
1012
-15
🇹🇷 Spanish · Türkiye
1006
-14
Player eAPM Actions Feudal Castle Imperial Opening
29 212 — — —
26 191 — — —
25 182 — — —
24 175 — — —
22 159 — — —
20 142 — — —
18 129 — — —
16 114 — — —

Resources

Player Food Wood Gold Stone Spent Collected
650 600 50 200 1,500 883
750 575 0 100 1,425 729
650 400 50 100 1,200 851
650 425 0 100 1,175 617
750 300 0 100 1,150 607
600 425 0 100 1,125 649
550 425 0 100 1,075 495
600 75 50 0 725 633
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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