AoeStats
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African Clearing

504007667Analyzed
4v4 RM · 29d ago on Sep 3, 2026· 13m 16s· 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
1116
+10
🇨🇳 Franks · China
1074
+12
🇦🇺 Aztecs · Australia
1004
+15
829
+24
🇨🇳 Mongols · China
1024
-17
🇨🇳 Huns · China
1003
-16
🇨🇳 Vietnamese · China
992
-15
🇮🇳 Berbers · India
946
-13
Player eAPM Actions Feudal Castle Imperial Opening
52 696 — — —
31 418 13:00 — —
27 360 — — —
25 333 — — —
24 320 — — —
22 293 12:58 — —
16 213 — — —
12 160 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,050 699 50 100 2,899 2,945
1,850 875 70 100 2,895 2,635
1,800 600 50 105 2,555 2,373
1,700 575 50 100 2,425 2,672
1,300 980 0 100 2,380 2,480
1,200 815 50 100 2,165 2,412
1,150 895 0 100 2,145 2,080
1,000 700 50 105 1,855 1,523
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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