AoeStats
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African Clearing

510915299Analyzed
4v4 RM · 20h ago on Oct 3, 2026· 9m 41s· 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
🇦🇷 Vikings · Argentina
901
+17
🇺🇸 Spanish · United States
893
+17
🇺🇸 Franks · United States
849
+19
🇺🇸 Saxons · United States
832
+19
🇨🇱 Spanish · Chile
948
-19
🇨🇱 Varangians · Chile
918
-18
🇨🇱 Italians · Chile
900
-18
🇦🇷 Persians · Argentina
897
-17
Player eAPM Actions Feudal Castle Imperial Opening
35 337 — — —
30 287 — — — ⚔ Drush
20 195 — — —
18 174 — — —
18 170 — — —
14 133 — — —
13 125 — — —
12 116 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,150 575 50 100 1,875 1,257
1,000 450 0 100 1,550 1,082
700 647 50 105 1,502 916
700 625 60 100 1,485 993
750 509 0 100 1,359 1,033
250 600 0 200 1,050 403
550 325 0 100 975 490
350 425 50 100 925 440
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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