AoeStats
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African Clearing

510433843Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 4m 25s· 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
🇪🇨 Spanish · Ecuador
1580
+12
🇦🇷 Vietnamese · Argentina
1565
+12
🇲🇽 Hindustanis · Mexico
1298
+23
🇨🇴 Mongols · Colombia
1298
+23
🇵🇪 Huns · Peru
1568
-21
🇺🇸 Mongols · United States
1469
-18
🇧🇷 Spanish · Brazil
1440
-16
🇨🇳 Persians · China
1402
-15
Player eAPM Actions Feudal Castle Imperial Opening
61 272 — — —
59 263 — — —
49 216 — — —
49 217 — — —
42 185 — — —
37 162 — — —
23 101 — — —
18 80 — — —

Resources

Player Food Wood Gold Stone Spent Collected
500 325 50 100 975 338
350 325 50 100 825 190
200 500 0 100 800 275
300 325 0 100 725 155
300 300 0 100 700 266
300 275 0 100 675 114
200 300 50 100 650 174
300 150 50 0 500 304
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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