AoeStats
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African Clearing

510960868Analyzed
4v4 RM · 7h ago on Oct 3, 2026· 3m 22s· 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
🇹🇼 Khitans · Taiwan
1525
+9
🇹🇼 Byzantines · Taiwan
1514
+9
🇭🇰 Persians · Hong Kong SAR China
1409
+14
🇹🇼 Poles · Taiwan
1391
+15
🇮🇳 Portuguese · India
1630
-21
🇮🇳 Hindustanis · India
1417
-13
🇨🇳 Maya · China
1307
-9
🇮🇳 Saracens · India
1080
-11
Player eAPM Actions Feudal Castle Imperial Opening
53 180 — — —
45 153 — — —
42 142 — — —
38 129 — — —
37 124 — — —
37 126 — — —
18 60 — — —
5 16 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 300 0 100 650 79
200 325 0 100 625 45
200 300 0 100 600 180
200 287 0 100 587 26
50 300 0 100 450 0
0 312 0 100 412 0
350 50 0 0 400 300
0 275 0 100 375 40
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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