AoeStats
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African Clearing

505617335Analyzed
4v4 RM · 23d ago on Sep 10, 2026· 6m 54s· 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
🇻🇳 Italians · Vietnam
1138
+14
🇻🇳 Khmer · Vietnam
1082
+16
🇨🇭 Spanish · Switzerland
1071
+17
🇭🇰 Chinese · Hong Kong SAR China
1028
+19
🇳🇿 Khitans · New Zealand
1151
-19
🇺🇸 Khmer · United States
1140
-19
🇳🇿 Romans · New Zealand
1126
-18
🇩🇪 Huns · Germany
937
-10
Player eAPM Actions Feudal Castle Imperial Opening
48 331 — — —
44 305 — — —
32 219 — — —
27 187 — — —
22 150 — — —
17 121 — — —
12 85 — — —
0 2 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,100 525 50 100 1,775 1,192
600 375 50 100 1,125 563
550 325 50 100 1,025 506
800 75 50 0 925 941
700 75 50 0 825 688
300 350 50 100 800 225
0 275 0 100 375 130
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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