AoeStats
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African Clearing

504737929Analyzed
4v4 RM · 24d ago on Sep 6, 2026· 5m 44s· 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
🇮🇪 Chinese · Ireland
973
+14
🇧🇪 Spanish · Belgium
945
+15
🇬🇧 Mongols · United Kingdom
935
+16
🇵🇱 Wei · Poland
895
+17
🇮🇳 Franks · India
981
-17
🇫🇷 Hindustanis · France
962
-17
🇹🇷 Mongols · Türkiye
909
-15
🇹🇷 Slavs · Türkiye
870
-13
Player eAPM Actions Feudal Castle Imperial Opening
33 187 — — —
22 127 — — —
21 118 — — —
18 101 — — —
17 95 — — —
14 82 — — —
12 67 — — —
6 33 — — —

Resources

Player Food Wood Gold Stone Spent Collected
300 475 50 100 925 434
400 325 0 100 825 357
350 375 0 100 825 229
300 375 50 100 825 205
300 375 0 100 775 189
450 50 50 0 550 341
0 308 0 100 408 103
D
0 275 0 100 375 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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