AoeStats
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African Clearing

510873986Analyzed
4v4 RM · 7h ago on Oct 2, 2026· 5m 15s· 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
🇲🇽 Khmer · Mexico
1901
+5
🇲🇽 Wu · Mexico
1846
+6
🇲🇽 Khitans · Mexico
1844
+6
🇲🇽 Burgundians · Mexico
1572
+29
🇦🇷 Lithuanians · Argentina
1708
-12
🇺🇸 Dravidians · United States
1590
-8
🇦🇷 Japanese · Argentina
1585
-8
🇦🇷 Britons · Argentina
1499
-5
Player eAPM Actions Feudal Castle Imperial Opening
44 231 — — —
43 227 — — —
39 205 — — —
38 199 — — —
36 192 — — —
32 169 — — —
22 114 — — —
20 107 — — —

Resources

Player Food Wood Gold Stone Spent Collected
700 400 0 100 1,200 578
650 425 0 100 1,175 505
550 325 0 100 975 515
450 325 0 100 875 316
550 175 0 0 725 427
500 134 50 0 684 370
450 153 0 0 603 564
250 300 50 0 600 315
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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