AoeStats
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African Clearing

510636188Analyzed
4v4 RM · 13h ago on Oct 1, 2026· 8m 2s· 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
🇲🇽 Celts · Mexico
1888
+6
🇲🇽 Britons · Mexico
1814
+8
🇲🇽 Portuguese · Mexico
1718
+11
🇲🇽 Byzantines · Mexico
1466
+47
🇫🇷 Magyars · France
1684
-14
🇫🇷 Georgians · France
1633
-12
🇲🇦 Sicilians · Morocco
1575
-10
🇦🇷 Goths · Argentina
1547
-9
Player eAPM Actions Feudal Castle Imperial Opening
34 271 — — —
21 172 — — —
7 55 — — —
5 38 — — —
4 30 — — —
4 34 — — —
3 28 — — —
0 2 — — —

Resources

Player Food Wood Gold Stone Spent Collected
750 562 50 100 1,462 693
300 309 0 100 709 265
0 375 0 100 475 250
0 275 0 100 375 250
0 275 0 100 375 189
0 275 0 100 375 0
0 0 0 0 0 0
0 0 0 0 0 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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