AoeStats
← PsikopaTT38

African Clearing

510766101Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 13m 28s· 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
🇨🇴 Portuguese · Colombia
923
+18
🇰🇷 Saxons · South Korea
922
+18
🇹🇷 Goths · Türkiye
901
+18
🇦🇷 Gurjaras · Argentina
871
+19
🇨🇳 Danes · China
977
-20
🇨🇳 Persians · China
957
-18
🇨🇳 Varangians · China
951
-18
🇨🇳 Georgians · China
931
-17
Player eAPM Actions Feudal Castle Imperial Opening
28 371 — — —
22 301 — — —
22 292 12:04 — — ⚔ Scout Rush
22 291 12:46 — —
18 246 — — —
17 228 — — —
13 172 — — —
8 110 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,750 700 50 100 4,600 4,744
2,050 1,290 50 100 3,490 3,250
1,740 1,345 50 100 3,235 2,565
2,100 750 50 100 3,000 2,768
1,600 900 50 200 2,750 1,937
1,350 870 50 100 2,370 2,315
1,500 600 0 100 2,200 2,810
1,400 550 0 100 2,050 1,520
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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