AoeStats
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African Clearing

506443333Analyzed
4v4 RM · 1mo ago on Sep 13, 2026· 15m 25s· 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
🇵🇱 Gurjaras · Poland
1529
+16
🇺🇦 Khitans · Ukraine
1519
+16
🇧🇾 Japanese · Belarus
1492
+17
🇷🇺 Berbers · Russia
1395
+21
vs
🇦🇷 Mongols · Argentina
1533
-18
🇰🇷 Vietnamese · South Korea
1531
-18
🇰🇷 Britons · South Korea
1510
-17
🇧🇷 Malay · Brazil
1493
-17
Player eAPM Actions Feudal Castle Imperial Opening
54 827 11:57 — — ⚔ Scout Rush
54 831 10:56 — — ⚔ Archer Rush
40 623 13:18 — —
38 581 11:42 — — ⛏ Fast Castle
33 507 12:30 — —
33 504 11:35 — — ⚔ Archer Rush
28 431 12:16 — — ⚔ Skirmisher Rush
23 353 13:30 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
2,350 2,653 815 200 6,018 5,388
3,425 1,109 250 0 4,784 4,848
3,235 1,328 95 100 4,758 5,039
2,495 1,557 140 225 4,417 4,411
2,350 1,787 50 100 4,287 3,649
2,550 1,293 250 100 4,193 3,897
1,925 1,575 455 105 4,060 3,530
2,100 1,120 50 225 3,495 3,653
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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