AoeStats
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African Clearing

510449681Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 4m 51s· 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
🇦🇷 Vietnamese · Argentina
1288
+17
🇦🇷 Saracens · Argentina
1282
+17
🇵🇪 Huns · Peru
1262
+18
🇦🇷 Varangians · Argentina
1203
+21
🇲🇽 Spanish · Mexico
1331
-19
🇦🇷 Vietnamese · Argentina
1327
-19
🇦🇷 Tupi · Argentina
1303
-18
🇨🇳 Burmese · China
1265
-17
Player eAPM Actions Feudal Castle Imperial Opening
38 186 — — —
34 166 — — —
33 159 — — —
32 156 — — —
22 106 — — —
18 86 — — —
9 46 — — —
1 4 — — —

Resources

Player Food Wood Gold Stone Spent Collected
650 337 50 100 1,137 511
350 575 0 200 1,125 566
400 475 0 100 975 221
350 275 0 100 725 195
0 425 0 100 525 20
0 275 0 100 375 0
0 275 0 100 375 0
0 0 0 0 0 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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