AoeStats
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African Clearing

510346485Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 5m 3s· 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
🇺🇦 Huns · Ukraine
1048
+16
🇷🇺 Franks · Russia
1032
+17
🇩🇪 Spanish · Germany
1001
+18
🇫🇷 Vikings · France
964
+19
🇵🇱 Mongols · Poland
1103
-20
🇭🇰 Jurchens · Hong Kong SAR China
1041
-17
🇭🇰 Hindustanis · Hong Kong SAR China
1036
-17
🇭🇰 Tatars · Hong Kong SAR China
1015
-16
Player eAPM Actions Feudal Castle Imperial Opening
50 253 — — —
34 174 — — —
31 159 — — —
30 150 — — —
25 125 — — —
22 111 — — —
17 84 — — —
10 49 — — —

Resources

Player Food Wood Gold Stone Spent Collected
400 450 0 100 950 300
400 375 0 100 875 318
300 450 0 100 850 296
400 325 0 100 825 230
350 325 0 100 775 169
300 325 0 100 725 176
250 325 0 100 675 80
200 275 0 100 575 30
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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