AoeStats
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African Clearing

510820436Analyzed
4v4 RM · 12h ago on Oct 2, 2026· 4m 45s· 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
🇩🇪 Mongols · Germany
1357
+11
🇵🇱 Spanish · Poland
1336
+11
🇵🇱 Vietnamese · Poland
1287
+13
🇳🇱 Huns · Netherlands
1083
+21
🇲🇽 Inca · Mexico
1243
-15
🇨🇳 Japanese · China
1229
-14
🇫🇷 Franks · France
1223
-14
🇦🇷 Vietnamese · Argentina
1204
-13
Player eAPM Actions Feudal Castle Imperial Opening
49 233 — — —
35 165 — — —
34 162 — — —
32 150 — — —
29 139 — — —
25 120 — — —
25 119 — — —
10 48 — — —

Resources

Player Food Wood Gold Stone Spent Collected
400 550 50 100 1,100 370
450 450 0 105 1,005 373
550 300 50 100 1,000 384
550 325 0 100 975 390
400 300 0 100 800 311
300 325 0 100 725 240
350 275 0 100 725 200
600 50 0 0 650 440
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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