AoeStats
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African Clearing

506149514Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 4m 0s· 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
🇨🇳 Poles · China
1469
+14
🇩🇰 Maya · Denmark
1416
+16
🇻🇳 Japanese · Vietnam
1412
+16
🇨🇴 Magyars · Colombia
1410
+17
🇨🇳 Georgians · China
1485
-18
🇨🇳 Khmer · China
1456
-17
🇨🇳 Spanish · China
1428
-16
🇨🇳 Turks · China
1325
-12
Player eAPM Actions Feudal Castle Imperial Opening
71 284 — — —
48 192 — — —
39 155 — — —
28 112 — — —
28 113 — — —
25 101 — — —
23 93 — — —
19 77 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 400 50 100 800 173
250 400 0 100 750 313
220 380 0 100 700 102
300 300 0 100 700 179
200 325 0 100 625 27
200 325 0 100 625 0
350 125 50 0 525 183
350 53 0 0 403 217
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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