AoeStats
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African Clearing

503816175Analyzed
2v2 RM · 8d ago on Sep 2, 2026· 45m 12s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇨🇿 Sicilians · Czechia
1063
+13
🇹🇷 Franks · Türkiye
1049
+14
🇨🇳 Vietnamese · China
1008
-14
🇨🇳 Persians · China
1008
-14
Player eAPM Actions Feudal Castle Imperial Opening
37 1,657 12:37 19:31 39:31 ⛏ Fast Castle
33 1,506 12:48 22:27 41:31 ⚔ Scouts into Skirms
31 1,412 14:25 30:41 ⚔ Archer Rush
23 1,044 15:56 24:44 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,310 11,315 5,065 1,925 30,615 31,848
14,320 7,215 3,210 1,475 26,220 28,004
9,075 4,522 3,805 1,505 18,907 21,624
6,550 7,754 2,725 1,705 18,734 20,323
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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