AoeStats
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African Clearing

510468292Analyzed
4v4 RM · 9h ago on Oct 1, 2026· 3m 29s· 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 · Peru
1448
+15
🇹🇷 Teutons · Türkiye
1435
+16
🇨🇳 Italians · China
1392
+17
🇲🇴 Shu · Macao SAR China
1353
+18
🇪🇨 Vietnamese · Ecuador
1446
-18
🇲🇽 Japanese · Mexico
1441
-17
🇲🇽 Mongols · Mexico
1416
-16
🇲🇽 Koreans · Mexico
1392
-15
Player eAPM Actions Feudal Castle Imperial Opening
41 142 — — —
40 139 — — —
38 133 — — —
26 91 — — —
17 58 — — —
15 54 — — —
10 36 — — —
5 16 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 350 0 100 700 58
250 300 0 100 650 94
200 325 0 100 625 25
200 275 0 100 575 0
0 300 0 100 400 0
0 275 0 100 375 0
0 275 0 100 375 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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