AoeStats
← 一杯冰美式

African Clearing

510739905Analyzed
4v4 RM · 16h ago on Oct 2, 2026· 23m 33s· 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 · China
1216
+13
🇨🇳 Chinese · China
1140
+17
🇨🇳 Vietnamese · China
1136
+17
1125
+17
🇧🇷 Varangians · Brazil
1184
-17
🇦🇷 Poles · Argentina
1182
-17
🇹🇼 Maya · Taiwan
1124
-15
🇭🇰 Khmer · Hong Kong SAR China
1123
-15
Player eAPM Actions Feudal Castle Imperial Opening
44 1,044 13:52 18:54 — ⛏ Fast Castle
41 957 12:28 — — ⚔ Archer Rush
36 856 11:51 15:35 — ⛏ Fast Castle
31 736 12:11 — — ⚔ Scout Rush
26 616 16:40 — — ⛏ Fast Castle
23 552 15:21 — — ⚔ Fish Boom into Scouts
21 506 13:49 — —
15 345 13:15 18:32 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,000 3,337 1,830 850 11,017 10,877
4,225 3,090 970 300 8,585 8,364
4,680 2,245 350 100 7,375 7,855
4,150 2,000 850 200 7,200 7,070
2,965 3,025 400 100 6,490 8,225
3,200 2,203 250 225 5,878 6,654
3,050 1,375 645 100 5,170 5,114
3,075 1,750 50 200 5,075 5,379
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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