AoeStats
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African Clearing

511043422Analyzed
4v4 RM · 4h ago on Oct 3, 2026· 11m 43s· 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
🇹🇼 Danes · Taiwan
1512
+16
🇨🇦 Koreans · Canada
1490
+17
🇩🇰 Mongols · Denmark
1478
+17
🇺🇸 Vietnamese · United States
1475
+18
🇪🇸 Berbers · Spain
1536
-18
🇺🇾 Malay · Uruguay
1526
-17
🇦🇷 Mongols · Argentina
1502
-17
🇦🇷 Huns · Argentina
1482
-16
Player eAPM Actions Feudal Castle Imperial Opening
54 631 — — —
45 533 — — —
39 458 — — —
35 410 — — —
35 416 — — —
32 378 — — —
27 313 — — —
13 158 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,900 1,100 50 200 3,250 2,849
1,750 1,106 0 100 2,956 3,113
1,950 576 50 100 2,676 2,060
1,600 586 50 100 2,336 1,862
1,050 1,075 50 100 2,275 1,758
1,750 306 50 0 2,106 2,472
1,050 855 0 100 2,005 2,046
1,200 703 0 100 2,003 1,919
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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