AoeStats
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African Clearing

505585753Analyzed
4v4 RM · 23d ago on Sep 10, 2026· 4m 56s· 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
🇲🇽 Bohemians · Mexico
1255
+14
🇲🇽 Chinese · Mexico
1241
+15
🇺🇸 Koreans · United States
1192
+18
🇨🇳 Jurchens · China
1191
+17
🇻🇳 Franks · Vietnam
1256
-17
🇺🇸 Hindustanis · United States
1241
-17
🇺🇸 Bulgarians · United States
1235
-17
🇦🇷 Romans · Argentina
1138
-13
Player eAPM Actions Feudal Castle Imperial Opening
62 304 — — —
57 283 — — —
39 192 — — —
36 180 — — —
29 144 — — —
24 120 — — —
20 98 — — —
20 99 — — —

Resources

Player Food Wood Gold Stone Spent Collected
500 325 50 100 975 341
400 450 0 100 950 340
400 350 50 100 900 466
400 300 0 100 800 320
300 300 50 100 750 239
300 325 0 100 725 112
300 300 0 100 700 112
250 300 50 100 700 86
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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