AoeStats
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African Clearing

505431915Analyzed
4v4 RM · 23d ago on Sep 9, 2026· 26m 19s· 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
🇹🇼 Goths · Taiwan
1373
+13
🇻🇳 Franks · Vietnam
1327
+15
🇯🇵 Koreans · Japan
1310
+16
🇹🇼 Spanish · Taiwan
1187
+21
🇨🇳 Maya · China
1375
-19
🇳🇱 Khmer · Netherlands
1318
-17
1285
-15
🇨🇳 Mongols · China
1244
-14
Player eAPM Actions Feudal Castle Imperial Opening
40 1,065 13:55 17:51 — ⛏ Fast Castle
31 825 15:34 21:07 — ⚔ Drush FC
31 824 15:07 20:11 — ⛏ Fast Castle
27 699 12:16 18:02 — ⛏ Fast Castle
25 671 11:34 — — ⚔ Scout Rush
25 661 13:56 23:39 —
22 585 11:47 23:35 — ⚔ Towers FC
17 439 11:50 20:25 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,175 5,238 1,440 400 13,253 13,105
5,500 3,420 1,115 950 10,985 11,082
5,110 4,235 1,045 200 10,590 10,517
5,075 3,495 475 950 9,995 10,233
4,470 2,628 910 1,400 9,408 8,686
4,315 2,387 455 2,000 9,157 9,712
4,175 2,165 710 1,000 8,050 7,727
4,210 2,655 50 100 7,015 7,778
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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