AoeStats
← Long John Silver

African Clearing

506943984Analyzed
4v4 RM · 16d ago on Sep 15, 2026· 19m 4s· 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
🇲🇽 Mongols · Mexico
1548
+15
🇫🇷 Goths · France
1534
+16
🇨🇳 Magyars · China
1503
+17
🇩🇪 Saracens · Germany
1467
+18
1648
-22
🇨🇱 Khitans · Chile
1545
-17
🇦🇷 Huns · Argentina
1473
-14
🇲🇽 Berbers · Mexico
1446
-13
Player eAPM Actions Feudal Castle Imperial Opening
43 826 13:59 — —
38 733 11:43 — — ⚔ Scout Rush
32 615 11:43 — — ⚔ Scout Rush
30 569 12:58 — — ⚔ Scout Rush
28 533 12:38 — — ⚔ M@A into Fish Boom
27 512 14:57 — — ⛏ Fast Castle
20 372 13:02 16:46 — ⛏ Fast Castle
17 331 13:48 17:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,600 2,690 250 300 6,840 5,836
4,540 1,625 350 100 6,615 6,381
3,440 2,728 250 100 6,518 6,553
3,500 1,609 300 750 6,159 6,247
4,250 1,849 50 0 6,149 6,740
3,145 2,020 230 225 5,620 5,305
2,865 1,858 50 100 4,873 5,193
2,700 1,732 50 100 4,582 4,894
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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