AoeStats
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African Clearing

510899030Analyzed
4v4 RM · 8h ago on Oct 3, 2026· 4m 54s· 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
🇦🇷 Vikings · Argentina
990
+14
🇨🇳 Goths · China
847
+20
🇨🇱 Khmer · Chile
842
+20
🇵🇪 Huns · Peru
838
+20
🇨🇳 Goths · China
965
-20
🇨🇳 Spanish · China
954
-19
🇨🇴 Varangians · Colombia
932
-18
904
-17
Player eAPM Actions Feudal Castle Imperial Opening
46 228 — — —
25 122 — — —
22 110 — — —
22 109 — — —
6 29 — — —
5 25 — — —
4 22 — — —
3 17 — — —

Resources

Player Food Wood Gold Stone Spent Collected
450 400 50 100 1,000 310
450 275 0 100 825 284
250 375 50 100 775 114
200 325 50 100 675 41
0 275 0 100 375 0
0 275 0 100 375 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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