AoeStats
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African Clearing

510632029Analyzed
4v4 RM · 8h ago on Oct 1, 2026· 13m 18s· 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
🇷🇴 Portuguese · Romania
1278
+13
🇹🇷 Saracens · Türkiye
1262
+14
🇨🇳 Mongols · China
1250
+14
🇬🇹 Huns · Guatemala
1136
+18
🇦🇷 Saracens · Argentina
1237
-16
🇹🇷 Malians · Türkiye
1216
-15
🇫🇷 Italians · France
1197
-14
🇵🇰 Spanish · Pakistan
1178
-14
Player eAPM Actions Feudal Castle Imperial Opening
46 619 11:48 — — ⚔ Scout Rush
36 480 — — —
24 314 — — —
22 293 — — —
20 268 13:18 — —
17 222 — — —
15 206 — — —
13 178 13:11 — —

Resources

Player Food Wood Gold Stone Spent Collected
1,890 975 50 100 3,015 2,506
1,650 975 50 100 2,775 2,860
1,750 750 50 100 2,650 3,304
1,700 725 50 100 2,575 2,430
1,650 750 50 100 2,550 2,791
1,550 775 50 100 2,475 2,679
1,300 575 50 100 2,025 2,456
1,000 575 0 100 1,675 2,366
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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