AoeStats
← Long John Silver

African Clearing

506688890Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 15m 27s· 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
🇵🇪 Berbers · Peru
1553
+12
🇵🇪 Byzantines · Peru
1507
+14
🇻🇳 Armenians · Vietnam
1505
+14
🇲🇴 Khmer · Macao SAR China
1497
+15
🇨🇦 Chinese · Canada
1522
-16
🇰🇿 Saracens · Kazakhstan
1469
-14
🇩🇪 Dravidians · Germany
1443
-13
🇨🇴 Poles · Colombia
1434
-12
Player eAPM Actions Feudal Castle Imperial Opening
38 593 13:46 — — ⚔ M@A Rush
32 501 14:08 — —
29 446 12:24 — — ⚔ Archer Rush
29 448 11:12 — — ⚔ Scout Rush
28 426 12:18 — — ⚔ Scout Rush
27 411 13:29 — — ⛏ Fast Castle
26 407 12:15 — — ⛏ Fast Castle
26 408 11:35 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,670 1,280 510 110 6,570 6,067
2,750 1,814 50 100 4,714 4,164
2,275 1,973 50 100 4,398 4,055
2,600 1,126 250 100 4,076 3,534
2,755 1,198 50 0 4,003 4,458
2,730 1,205 50 0 3,985 4,004
2,850 843 250 0 3,943 5,094
2,120 1,462 185 100 3,867 4,375
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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