AoeStats
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African Clearing

511588564Analyzed
4v4 RM · 10d ago on Oct 5, 2026· 6m 10s· 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
🇺🇸 Sicilians · United States
1365
+15
🇫🇷 Hindustanis · France
1323
+17
🇩🇪 Berbers · Germany
1321
+17
🇦🇪 Lithuanians · United Arab Emirates
1309
+18
vs
🇨🇳 Franks · China
1391
-18
🇦🇷 Vietnamese · Argentina
1369
-18
1333
-16
🇦🇷 Inca · Argentina
1306
-15
Player eAPM Actions Feudal Castle Imperial Opening
52 319 — — —
51 315 — — —
46 281 — — —
46 282 — — —
39 243 — — —
30 183 — — —
29 180 — — —
10 61 — — —

Resources

Player Food Wood Gold Stone Spent Collected
600 700 0 200 1,500 833
700 537 0 100 1,337 620
750 425 0 100 1,275 592
650 431 50 100 1,231 588
700 425 0 100 1,225 717
550 400 50 100 1,100 447
250 350 0 100 700 240
250 303 0 100 653 202
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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