AoeStats
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African Clearing

512204309Analyzed
4v4 RM · 28d ago on Oct 8, 2026· 5m 20s· 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
🇨🇦 Sicilians · Canada
1539
+11
1510
+13
🇩🇰 Danes · Denmark
1431
+16
1398
+17
vs
🇨🇳 Mapuche · China
1445
-15
🇩🇪 Muisca · Germany
1440
-15
🇨🇳 Khmer · China
1436
-14
🇨🇳 Koreans · China
1405
-13
Player eAPM Actions Feudal Castle Imperial Opening
46 245 — — —
39 206 — — —
37 200 — — —
30 161 — — —
30 159 — — —
25 132 — — —
23 123 — — —
13 71 — — —

Resources

Player Food Wood Gold Stone Spent Collected
550 475 0 100 1,125 381
500 475 0 100 1,075 381
400 500 0 100 1,000 352
500 325 0 100 925 380
450 325 0 100 875 330
300 325 0 100 725 196
250 325 50 100 725 320
200 300 0 100 600 200
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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