AoeStats
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African Clearing

513133213Analyzed
4v4 RM · 6d ago on Oct 12, 2026· 6m 28s· 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
🇨🇳 Huns · China
1002
+15
🇨🇳 Italians · China
950
+17
🇨🇳 Armenians · China
902
+19
🇦🇷 Vikings · Argentina
895
+45
vs
🇷🇺 Goths · Russia
996
-18
🇩🇪 Saracens · Germany
986
-18
🇧🇷 Khmer · Brazil
974
-18
🇦🇷 Huns · Argentina
951
-17
Player eAPM Actions Feudal Castle Imperial Opening
50 323 — — —
27 173 — — —
24 153 — — —
12 78 — — —
11 73 — — —
6 37 — — —
4 25 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
520 455 0 100 1,075 440
400 450 0 100 950 245
700 100 50 0 850 565
350 375 0 100 825 272
250 275 0 100 625 152
250 275 0 100 625 260
300 25 50 0 375 290
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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