AoeStats
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African Clearing

504769424Analyzed
4v4 RM · 26d ago on Sep 6, 2026· 3m 20s· 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
🇨🇳 Koreans · China
1569
+14
🇨🇳 Tupi · China
1550
+15
🇨🇳 Ethiopians · China
1535
+16
🇨🇳 Vietnamese · China
1494
+17
1572
-17
🇨🇳 Japanese · China
1567
-17
🇨🇳 Magyars · China
1565
-34
🇨🇳 Vietnamese · China
1416
-11
Player eAPM Actions Feudal Castle Imperial Opening
24 81 — — —
24 82 — — —
22 75 — — —
17 56 — — —
16 52 — — —
7 22 — — —
6 21 — — —
1 2 — — —

Resources

Player Food Wood Gold Stone Spent Collected
0 575 0 200 775 375
250 350 0 100 700 105
250 300 0 100 650 306
200 300 0 100 600 170
0 403 0 100 503 16
0 300 0 100 400 0
0 25 0 0 25 20
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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