AoeStats
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African Clearing

504952918Analyzed
4v4 RM · 24d ago on Sep 7, 2026· 2m 4s· 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
🇹🇷 Wei · Türkiye
1070
+17
🇺🇸 Gurjaras · United States
1067
+17
🇺🇸 Magyars · United States
1056
+18
🇨🇿 Dravidians · Czechia
1015
+19
🇨🇳 Japanese · China
1148
-20
🇭🇰 Berbers · Hong Kong SAR China
1113
-19
🇭🇰 Saracens · Hong Kong SAR China
1102
-18
🇨🇳 Khmer · China
993
-14
Player eAPM Actions Feudal Castle Imperial Opening
49 102 — — —
28 57 — — —
22 45 — — —
18 38 — — —
12 24 — — —
11 23 — — —
10 20 — — —
6 12 — — —

Resources

Player Food Wood Gold Stone Spent Collected
0 550 0 200 750 339
0 400 0 100 500 20
0 300 0 100 400 0
0 275 0 100 375 0
0 275 0 100 375 0
0 275 0 100 375 0
0 25 0 0 25 0
0 25 0 0 25 0
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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