AoeStats
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African Clearing

506828910Analyzed
4v4 RM · 17d ago on Sep 15, 2026· 5m 35s· 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
1100
+15
🇦🇺 Mongols · Australia
1099
+15
🇨🇳 Franks · China
1012
+19
🇨🇳 Ethiopians · China
1002
+18
🇩🇪 Gurjaras · Germany
1100
-18
🇹🇼 Burmese · Taiwan
1085
-17
🇺🇸 Huns · United States
1077
-17
🇨🇳 Mongols · China
1034
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 281 — — —
36 203 — — —
33 182 — — —
31 176 — — —
28 154 — — —
25 138 — — —
21 116 — — —
13 74 — — —

Resources

Player Food Wood Gold Stone Spent Collected
400 425 50 100 975 290
450 350 50 100 950 425
400 331 0 100 831 258
250 400 50 100 800 93
300 325 50 100 775 184
250 350 50 100 750 115
200 275 50 100 625 230
350 0 50 0 400 162
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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