AoeStats
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African Clearing

510396553Analyzed
4v4 RM · 8h ago on Sep 30, 2026· 5m 40s· 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
🇮🇹 Bengalis · Italy
1052
+11
🇮🇹 Danes · Italy
973
+14
🇮🇹 Magyars · Italy
933
+16
🇮🇹 Sicilians · Italy
818
+58
🇸🇪 Poles · Sweden
969
-17
🇲🇽 Britons · Mexico
953
-16
🇬🇧 Japanese · United Kingdom
910
-15
🇸🇪 Saxons · Sweden
905
-14
Player eAPM Actions Feudal Castle Imperial Opening
23 130 — — —
22 125 — — —
22 125 — — —
20 116 — — —
19 110 — — —
14 78 — — —
13 73 — — —
3 19 — — —

Resources

Player Food Wood Gold Stone Spent Collected
500 475 50 100 1,125 476
400 375 50 100 925 338
300 425 0 100 825 238
350 325 50 100 825 206
400 300 0 100 800 259
300 350 0 100 750 309
250 325 0 100 675 200
250 275 0 100 625 150
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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