AoeStats
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African Clearing

510441982Analyzed
4v4 RM · 12h ago on Oct 1, 2026· 14m 14s· 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
🇺🇸 Spanish · United States
751
+14
🇷🇺 Magyars · Russia
706
+16
🇯🇵 Berbers · Japan
705
+16
🇩🇴 Varangians · Dominican Republic
705
+16
776
-18
🇧🇷 Varangians · Brazil
754
-18
666
-14
🇺🇸 Hindustanis · United States
618
-12
Player eAPM Actions Feudal Castle Imperial Opening
40 572 — — —
20 287 — — —
20 292 — — —
20 280 14:14 — —
13 186 — — —
10 144 — — —
3 40 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,100 895 50 100 3,145 3,029
1,750 1,027 50 100 2,927 2,588
1,550 675 50 100 2,375 2,081
1,450 725 50 100 2,325 2,045
950 575 0 100 1,625 1,230
700 450 0 100 1,250 937
400 125 0 0 525 510
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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