AoeStats
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African Clearing

504589781Analyzed
4v4 RM · 25d ago on Sep 5, 2026· 5m 58s· 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
🇵🇱 Celts · Poland
914
+17
🇬🇧 Japanese · United Kingdom
896
+18
🇿🇦 Vikings · South Africa
880
+48
🇸🇰 Huns · Slovakia
877
+19
🇬🇧 Wei · United Kingdom
993
-20
🇬🇧 Franks · United Kingdom
986
-20
🇨🇱 Ethiopians · Chile
911
-17
🇨🇳 Spanish · China
852
-15
Player eAPM Actions Feudal Castle Imperial Opening
32 193 — — —
22 130 — — —
20 122 — — —
18 105 — — —
17 100 — — —
17 101 — — —
17 101 — — —
8 48 — — —

Resources

Player Food Wood Gold Stone Spent Collected
500 350 50 100 1,000 488
550 300 0 100 950 444
500 275 0 100 875 320
300 475 0 100 875 230
350 328 0 100 778 308
700 50 0 0 750 590
250 325 0 100 675 228
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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