AoeStats
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African Clearing

510339861Analyzed
4v4 RM · 7h ago on Sep 30, 2026· 10m 23s· 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
🇺🇸 Saxons · United States
1210
+12
🇲🇽 Japanese · Mexico
1190
+13
🇧🇷 Franks · Brazil
1167
+14
🇧🇷 Britons · Brazil
1140
+15
🇨🇳 Cumans · China
1162
-15
🇨🇳 Vietnamese · China
1137
-14
1111
-13
1082
-12
Player eAPM Actions Feudal Castle Imperial Opening
42 433 — — —
39 406 — — —
39 405 — — —
32 329 — — —
27 284 — — —
26 273 — — —
25 259 — — —
22 226 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,000 575 50 100 2,725 2,280
1,150 875 50 100 2,175 1,524
1,350 475 50 100 1,975 1,668
1,500 375 50 0 1,925 1,808
1,050 725 0 100 1,875 1,660
1,150 250 50 0 1,450 1,620
800 525 0 100 1,425 1,074
0 318 0 100 418 25
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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