AoeStats
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African Clearing

510742801Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 0m 24s· 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 · China
1537
+14
🇨🇳 Burgundians · China
1523
+15
🇹🇼 Japanese · Taiwan
1480
+17
🇭🇰 Varangians · Hong Kong SAR China
1469
+17
🇲🇽 Bohemians · Mexico
1566
-18
🇦🇷 Goths · Argentina
1521
-17
🇨🇿 Huns · Czechia
1475
-15
🇺🇸 Ethiopians · United States
1421
-13
Player eAPM Actions Feudal Castle Imperial Opening
49 20 — — —
46 19 — — —
29 12 — — —
22 9 — — —
15 6 — — —
12 5 — — —
7 3 — — —
5 2 — — —

Resources

Player Food Wood Gold Stone Spent Collected
0 275 0 100 375 0
0 275 0 100 375 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 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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