AoeStats
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African Clearing

505584271Analyzed
4v4 RM · 21d ago on Sep 10, 2026· 3m 32s· 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
🇲🇽 Spanish · Mexico
1351
+18
🇲🇽 Vietnamese · Mexico
1342
+18
🇺🇸 Mongols · United States
1320
+19
🇲🇽 Huns · Mexico
1292
+20
🇲🇽 Tatars · Mexico
1421
-21
🇲🇽 Sicilians · Mexico
1405
-19
🇲🇽 Magyars · Mexico
1380
-18
🇺🇸 Vietnamese · United States
1337
-17
Player eAPM Actions Feudal Castle Imperial Opening
45 159 — — —
36 126 — — —
34 121 — — —
32 114 — — —
24 86 — — —
23 83 — — —
14 51 — — —
6 22 — — —

Resources

Player Food Wood Gold Stone Spent Collected
200 325 0 100 625 200
200 300 0 100 600 0
200 300 0 100 600 36
0 381 0 100 481 73
300 50 50 0 400 170
0 300 0 100 400 0
200 75 0 0 275 170
200 0 0 0 200 10
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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