AoeStats
← ForlornBirch96

African Clearing

503938808Analyzed
4v4 RM · 7d ago on Sep 3, 2026· 18m 7s· 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
🇨🇴 Goths · Colombia
1030
+13
🇦🇷 Inca · Argentina
989
+15
🇨🇱 Vietnamese · Chile
864
+21
🇺🇸 Romans · United States
856
+21
🇨🇴 Khmer · Colombia
985
-18
🇲🇽 Vikings · Mexico
981
-18
🇲🇽 Teutons · Mexico
981
-18
🇺🇸 Persians · United States
925
-16
Player eAPM Actions Feudal Castle Imperial Opening
32 572 15:25
25 451 15:02 ⛏ Fast Castle
20 358 12:36 ⛏ Fast Castle
14 257 15:09 ⚔ M@A Rush
13 241 13:41 ⛏ Fast Castle
12 213 12:59
12 226 14:23
12 226 14:07

Resources

Player Food Wood Gold Stone Spent Collected
3,475 1,670 250 100 5,495 5,057
3,325 1,700 200 200 5,425 4,907
2,900 1,000 270 100 4,270 4,416
2,200 1,775 50 100 4,125 4,528
2,980 824 250 0 4,054 5,925
2,375 1,335 110 225 4,045 3,433
2,375 1,475 50 100 4,000 4,638
2,125 1,510 50 100 3,785 4,323
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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