AoeStats
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African Clearing

510542790Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 11m 17s· 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
🇨🇦 Italians · Canada
799
+15
🇵🇪 Lithuanians · Peru
791
+16
🇲🇽 Georgians · Mexico
771
+17
🇺🇸 Armenians · United States
705
+19
🇪🇸 Mongols · Spain
819
-18
🇨🇳 Teutons · China
813
-18
🇨🇳 Franks · China
791
-17
🇨🇳 Danes · China
714
-14
Player eAPM Actions Feudal Castle Imperial Opening
53 601 — — —
35 399 — — —
32 364 — — —
24 266 — — —
18 206 — — —
14 153 — — —
11 121 — — —
10 110 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,800 550 0 100 2,450 2,235
1,200 475 0 100 1,775 1,729
1,000 625 0 100 1,725 1,500
1,020 555 50 100 1,725 1,573
1,050 475 50 100 1,675 1,690
800 700 70 100 1,670 1,419
1,100 455 50 0 1,605 1,589
700 475 50 100 1,325 841
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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