AoeStats
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African Clearing

511838053Analyzed
4v4 RM · 14d ago on Oct 6, 2026· 2m 57s· 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
🇲🇽 Cumans · Mexico
1904
+8
🇦🇷 Gurjaras · Argentina
1758
+13
🇲🇽 Koreans · Mexico
1742
+14
🇵🇪 Ethiopians · Peru
1513
+23
vs
🇬🇧 Teutons · United Kingdom
1782
-18
🇨🇳 Dravidians · China
1706
-15
🇮🇳 Mapuche · India
1706
-15
🇭🇰 Mongols · Hong Kong SAR China
1582
-10
Player eAPM Actions Feudal Castle Imperial Opening
50 148 — — —
48 142 — — —
42 125 — — —
18 53 — — —
16 46 — — —
14 42 — — —
8 23 — — —
8 24 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 325 0 100 675 75
250 325 0 100 675 50
200 325 0 100 625 225
200 300 0 100 600 0
200 300 0 100 600 200
0 275 0 100 375 1
250 115 0 0 365 192
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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