AoeStats
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African Clearing

510363665Analyzed
4v4 RM · 15h ago on Sep 30, 2026· 1m 1s· 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
🇨🇳 Poles · China
912
+15
🇧🇷 Gurjaras · Brazil
903
+15
🇦🇷 Byzantines · Argentina
893
+16
🇨🇳 Byzantines · China
846
+18
🇳🇱 Saracens · Netherlands
957
-20
🇨🇳 Spanish · China
898
-16
🇨🇦 Aztecs · Canada
846
-14
🇨🇴 Malay · Colombia
845
-14
Player eAPM Actions Feudal Castle Imperial Opening
78 80 — — —
56 58 — — —
13 13 — — —
11 11 — — —
10 10 — — —
5 5 — — —
3 3 — — —
3 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
0 275 0 100 375 0
0 275 0 100 375 0
0 75 0 0 75 0
0 0 0 0 0 0
0 0 0 0 0 0
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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