AoeStats
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African Clearing

510833485Analyzed
4v4 RM · 21h ago on Oct 2, 2026· 17m 13s· 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 · Brazil
1337
+11
🇺🇸 Huns · United States
1226
+15
🇩🇪 Hindustanis · Germany
1154
+18
🇧🇷 Vietnamese · Brazil
1121
+20
🇭🇺 Spanish · Hungary
1231
-17
🇮🇪 Huns · Ireland
1224
-17
🇨🇴 Koreans · Colombia
1194
-15
🇭🇺 Magyars · Hungary
1189
-15
Player eAPM Actions Feudal Castle Imperial Opening
63 1,077 14:25 — — ⛏ Fast Castle
53 916 12:57 — — ⚔ Scout Rush
39 669 11:06 — — ⚔ Scout Rush
30 521 13:56 — — ⛏ Fast Castle
26 441 12:28 16:58 — ⛏ Fast Castle
23 398 14:34 — — ⚔ Scout Rush
21 367 13:41 — —
17 299 14:23 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,250 1,561 250 100 5,161 5,070
2,905 2,040 50 100 5,095 5,054
3,070 1,573 250 100 4,993 5,182
3,100 1,250 250 100 4,700 5,514
2,640 1,650 250 100 4,640 4,706
2,560 1,375 50 100 4,085 4,966
2,150 1,648 50 200 4,048 4,243
2,020 1,112 50 100 3,282 3,718
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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