AoeStats
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African Clearing

510818302Analyzed
4v4 RM · 11h ago on Oct 2, 2026· 10m 9s· 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 · United States
1255
+14
🇨🇦 Huns · Canada
1254
+14
🇬🇧 Danes · United Kingdom
1237
+15
🇹🇼 Italians · Taiwan
1183
+17
🇨🇿 Aztecs · Czechia
1219
-15
🇨🇿 Spanish · Czechia
1209
-15
🇩🇪 Tatars · Germany
1201
-15
🇨🇿 Huns · Czechia
1199
-15
Player eAPM Actions Feudal Castle Imperial Opening
39 395 — — —
34 346 — — —
28 280 — — —
24 239 — — —
24 246 — — —
23 235 — — —
23 231 — — —
21 210 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,600 623 50 100 2,373 1,835
1,650 475 50 100 2,275 1,815
1,350 650 50 100 2,150 1,916
1,350 475 50 100 1,975 1,817
1,050 650 0 115 1,815 1,358
950 550 0 100 1,600 1,271
900 550 0 100 1,550 1,115
300 387 50 100 837 553
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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