AoeStats
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African Clearing

510408072Analyzed
4v4 RM · 10h ago on Sep 30, 2026· 4m 5s· 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
🇨🇿 Burgundians · Czechia
1035
+13
🇫🇷 Franks · France
1023
+14
🇩🇪 Tupi · Germany
1001
+15
🇪🇸 Spanish · Spain
933
+17
🇨🇱 Malay · Chile
984
-15
🇺🇦 Slavs · Ukraine
982
-15
🇺🇸 Saxons · United States
981
-15
🇹🇷 Turks · Türkiye
953
-14
Player eAPM Actions Feudal Castle Imperial Opening
45 184 — — —
44 180 — — —
38 155 — — —
29 120 — — —
26 108 — — —
23 93 — — —
22 89 — — —
7 28 — — —

Resources

Player Food Wood Gold Stone Spent Collected
350 300 0 100 750 190
300 300 0 100 700 280
250 325 0 100 675 60
250 325 0 100 675 50
200 300 50 100 650 17
200 325 0 100 625 0
0 325 0 100 425 0
0 300 0 100 400 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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