AoeStats
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African Clearing

510419197Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 6m 31s· 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
🇦🇷 Mongols · Argentina
1587
+17
🇦🇷 Saxons · Argentina
1553
+19
🇦🇷 Vietnamese · Argentina
1496
+21
🇦🇷 Spanish · Argentina
1474
+22
🇩🇪 Chinese · Germany
1695
-23
🇦🇷 Turks · Argentina
1638
-21
🇵🇪 Khmer · Peru
1581
-19
🇨🇴 Persians · Colombia
1525
-16
Player eAPM Actions Feudal Castle Imperial Opening
63 409 — — —
54 353 — — —
42 271 — — —
39 254 — — —
37 242 — — —
36 233 — — —
30 199 — — —
24 158 — — —

Resources

Player Food Wood Gold Stone Spent Collected
900 500 50 100 1,550 916
500 751 0 200 1,451 811
850 425 50 100 1,425 842
1,100 112 50 0 1,262 1,055
700 425 0 100 1,225 555
500 437 50 100 1,087 528
900 128 50 0 1,078 952
550 175 0 0 725 413
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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