AoeStats
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African Clearing

505756285Analyzed
4v4 RM · 21d ago on Sep 10, 2026· 4m 51s· 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
1278
+15
🇨🇦 Britons · Canada
1205
+18
🇨🇴 Aztecs · Colombia
1183
+19
🇲🇽 Maya · Mexico
1178
+19
🇫🇷 Jurchens · France
1271
-19
🇺🇸 Mongols · United States
1256
-18
🇫🇷 Khmer · France
1254
-34
🇫🇷 Huns · France
1214
-16
Player eAPM Actions Feudal Castle Imperial Opening
57 278 — — —
29 143 — — —
29 142 — — —
16 76 — — —
16 76 — — —
15 72 — — —
13 61 — — —
8 37 — — —

Resources

Player Food Wood Gold Stone Spent Collected
300 325 50 100 775 198
250 300 0 100 650 126
200 325 0 100 625 200
150 300 50 100 600 30
450 25 50 0 525 410
300 100 50 0 450 221
300 125 0 0 425 140
0 275 0 100 375 40
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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