AoeStats
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African Clearing

511678569Analyzed
4v4 RM · 11d ago on Oct 6, 2026· 7m 41s· 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
🇹🇷 Huns · Türkiye
1182
+16
🇫🇷 Jurchens · France
1163
+17
1154
+17
🇺🇸 Slavs · United States
1106
+19
vs
🇹🇼 Vietnamese · Taiwan
1216
-19
🇨🇳 Armenians · China
1171
-17
🇦🇷 Franks · Argentina
1165
-17
🇨🇳 Tatars · China
1141
-16
Player eAPM Actions Feudal Castle Imperial Opening
60 462 — — —
35 272 — — —
32 247 — — —
29 220 — — —
28 212 — — —
28 212 — — —
21 160 — — —
9 66 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,050 556 0 100 1,706 1,148
950 515 0 100 1,565 857
750 450 50 100 1,350 750
700 425 50 100 1,275 626
650 475 0 100 1,225 700
950 100 50 0 1,100 986
600 325 50 100 1,075 505
300 375 0 100 775 300
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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