AoeStats
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African Clearing

503857705Analyzed
2v2 RM · 7d ago on Sep 2, 2026· 52m 15s· 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
🇮🇹 Teutons · Italy
629
+16
🇮🇹 Italians · Italy
617
+16
🇨🇿 Spanish · Czechia
620
-16
🇨🇿 Teutons · Czechia
619
-16
Player eAPM Actions Feudal Castle Imperial Opening
20 1,038 14:07 28:52 41:19 ⚔ Tower Rush
16 812 19:10 32:19 50:09 ⚔ M@A into Skirms into Scouts
10 513 13:08 24:19 36:56 ⛏ Fast Castle
7 344 18:21 25:16 41:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,880 13,015 4,985 3,375 37,255 39,432
14,660 12,070 5,290 1,750 33,770 35,272
13,975 9,070 4,975 3,225 31,245 34,274
11,045 6,642 3,215 750 21,652 25,148
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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