AoeStats
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African Clearing

510632666Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 4m 4s· 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
🇨🇳 Magyars · China
1448
+14
🇦🇷 Huns · Argentina
1426
+15
🇨🇳 Vietnamese · China
1402
+16
🇺🇸 Varangians · United States
1379
+17
🇬🇧 Vietnamese · United Kingdom
1493
-19
🇦🇷 Cumans · Argentina
1462
-18
🇧🇷 Koreans · Brazil
1350
-13
🇹🇷 Mongols · Türkiye
1313
-12
Player eAPM Actions Feudal Castle Imperial Opening
64 260 — — —
50 203 — — —
48 195 — — —
46 186 — — —
35 143 — — —
30 123 — — —
29 117 — — —
23 95 — — —

Resources

Player Food Wood Gold Stone Spent Collected
200 575 0 200 975 541
300 400 0 100 800 250
250 350 0 100 700 194
x
300 275 0 100 675 116
250 325 0 100 675 97
250 300 0 100 650 61
0 275 0 100 375 0
250 50 50 0 350 83
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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