AoeStats
← [GDL] Maldito Pantoja

African Clearing

505103958Analyzed
4v4 RM · 25d ago on Sep 7, 2026· 18m 30s· 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 · Venezuela
1410
+14
🇺🇸 Khitans · United States
1396
+15
🇦🇷 Vietnamese · Argentina
1387
+15
🇲🇽 Maya · Mexico
1359
+16
🇵🇪 Chinese · Peru
1440
-17
🇧🇷 Vietnamese · Brazil
1391
-16
🇪🇸 Hindustanis · Spain
1387
-16
🇹🇼 Japanese · Taiwan
1269
-11
Player eAPM Actions Feudal Castle Imperial Opening
63 1,163 11:29 — — ⚔ Scout Rush
62 1,154 14:08 18:16 — ⛏ Fast Castle
39 729 13:35 17:30 — ⛏ Fast Castle
33 620 12:31 — — ⚔ Scout Rush
23 418 13:48 — —
20 377 12:23 — — ⚔ Scout Rush
19 356 12:29 — —
12 213 13:38 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,675 1,672 300 750 6,397 5,817
4,235 1,475 100 0 5,810 6,431
3,270 1,870 50 100 5,290 5,597
2,975 1,121 250 650 4,996 5,248
3,175 1,548 50 125 4,898 4,739
2,450 755 50 375 3,630 4,119
1,920 1,350 50 100 3,420 4,014
1,900 1,205 50 100 3,255 3,696
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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