AoeStats
← Long John Silver

African Clearing

506932354Analyzed
4v4 RM · 16d ago on Sep 15, 2026· 18m 38s· 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
🇨🇳 Huns · China
1650
+14
🇨🇳 Shu · China
1599
+16
🇨🇳 Persians · China
1571
+17
🇯🇵 Spanish · Japan
1546
+18
🇨🇳 Franks · China
1654
-18
🇨🇱 Sicilians · Chile
1643
-17
🇯🇴 Goths · Jordan
1629
-18
🇩🇪 Turks · Germany
1482
-12
Player eAPM Actions Feudal Castle Imperial Opening
57 1,056 12:12 — — ⚔ Archer Rush
50 934 11:50 — — ⚔ M@A into Towers
49 921 15:25 — — ⚔ M@A Rush
48 887 13:26 — — ⚔ M@A into Towers
33 624 11:37 — — ⚔ Tower Rush
31 572 11:27 — — ⚔ Scout Rush
30 567 11:35 — — ⚔ Scout Rush
24 444 13:27 17:37 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,200 2,258 730 100 6,288 7,081
3,550 1,704 290 735 6,279 5,631
3,325 2,072 50 225 5,672 5,516
3,675 1,638 270 0 5,583 6,255
3,210 1,627 275 100 5,212 5,775
3,200 1,731 50 100 5,081 5,340
2,400 1,440 190 350 4,380 4,031
2,205 1,423 50 480 4,158 3,751
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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