AoeStats
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African Clearing

505137055Analyzed
4v4 RM · 24d ago on Sep 8, 2026· 6m 56s· 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
🇺🇸 Persians · United States
1634
+10
🇺🇸 Turks · United States
1590
+12
🇨🇳 Poles · China
1480
+17
🇨🇳 Vietnamese · China
1444
+18
🇦🇷 Magyars · Argentina
1513
-15
🇨🇴 Celts · Colombia
1512
-15
🇲🇽 Bengalis · Mexico
1492
-14
🇦🇷 Shu · Argentina
1471
-13
Player eAPM Actions Feudal Castle Imperial Opening
42 291 — — —
39 270 — — —
35 243 — — —
35 246 — — —
34 239 — — —
31 217 — — —
30 206 — — —
30 206 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,300 425 0 100 1,825 1,284
900 525 50 100 1,575 820
750 475 50 100 1,375 844
550 475 0 100 1,125 534
550 400 50 100 1,100 445
500 425 50 100 1,075 584
650 200 0 0 850 634
550 300 0 0 850 495
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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