AoeStats
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African Clearing

504707597Analyzed
4v4 RM · 24d ago on Sep 6, 2026· 10m 52s· 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
🇦🇷 Sicilians · Argentina
912
+17
🇬🇧 Britons · United Kingdom
901
+18
🇦🇷 Persians · Argentina
882
+19
🇵🇱 Celts · Poland
876
+19
🇺🇸 Romans · United States
1006
-20
🇷🇴 Khmer · Romania
949
-19
🇦🇺 Lithuanians · Australia
900
-17
899
-17
Player eAPM Actions Feudal Castle Imperial Opening
30 322 — — —
26 282 — — —
25 270 — — —
20 217 — — —
19 207 — — —
5 55 — — —
3 30 — — —
1 6 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,850 585 50 100 2,585 2,084
1,250 600 50 100 2,000 1,874
950 711 50 100 1,811 1,303
1,400 314 50 0 1,764 1,521
950 410 50 100 1,510 886
350 325 0 100 775 400
0 275 0 100 375 0
0 0 0 0 0 50
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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