AoeStats
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African Clearing

512537035Analyzed
4v4 RM · 8d ago on Oct 10, 2026· 8m 28s· 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
🇨🇴 Magyars · Colombia
1646
+10
🇨🇴 Romans · Colombia
1623
+11
🇨🇴 Turks · Colombia
1526
+15
🇨🇴 Koreans · Colombia
1427
+20
vs
🇭🇰 Hindustanis · Hong Kong SAR China
1521
-14
🇲🇽 Aztecs · Mexico
1517
-14
🇭🇰 Italians · Hong Kong SAR China
1510
-14
🇺🇸 Malay · United States
1500
-14
Player eAPM Actions Feudal Castle Imperial Opening
73 622 — — —
52 438 — — —
38 318 — — —
32 274 — — —
28 240 — — —
27 232 — — —
23 191 — — —
18 153 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,300 693 50 100 2,143 1,447
1,100 583 50 100 1,833 1,225
1,100 528 50 100 1,778 1,537
900 550 0 100 1,550 971
750 603 50 100 1,503 977
600 430 50 100 1,180 627
500 375 0 100 975 541
450 375 0 100 925 428
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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