AoeStats
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African Clearing

510282622Analyzed
4v4 RM · 14h ago on Sep 30, 2026· 30m 32s· 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
🇮🇹 Persians · Italy
788
+13
🇵🇰 Mongols · Pakistan
756
+15
🇨🇳 Chinese · China
616
+20
🇨🇳 Spanish · China
562
+23
🇨🇳 Malians · China
724
-18
🇨🇳 Huns · China
722
-18
🇨🇳 Mongols · China
719
-18
🇹🇼 Teutons · Taiwan
700
-17
Player eAPM Actions Feudal Castle Imperial Opening
22 672 15:53 20:13 29:09 ⚔ FC into Scouts
17 513 14:07 26:14 — ⛏ Fast Castle
12 353 12:57 22:10 — ⛏ Fast Castle
11 340 13:30 28:32 — ⛏ Fast Castle
0 11 — — —
0 3 — — —
0 7 — — —
0 6 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,820 4,483 350 850 11,503 15,489
5,425 2,423 1,745 750 10,343 12,647
4,315 3,875 310 200 8,700 10,497
4,455 2,730 450 850 8,485 12,266
0 300 0 100 400 720
0 0 0 0 0 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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