AoeStats
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African Clearing

503957862Analyzed
2v2 RM · 2mo ago on Sep 3, 2026· 54m 1s· 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
🇺🇸 Chinese · United States
1050
+16
🇺🇸 Khmer · United States
1050
+16
vs
🇨🇳 Magyars · China
1113
-19
🇨🇦 Goths · Canada
979
-13
Player eAPM Actions Feudal Castle Imperial Opening
32 1,738 15:17 19:37 47:27 ⛏ Fast Castle
30 1,628 14:27 23:37 44:07 ⚔ FC into Archers
21 1,160 13:34 20:00 38:37 ⛏ Fast Castle
17 913 15:27 21:54 38:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,505 14,632 9,790 3,200 58,127 67,112
22,215 17,120 10,530 2,350 52,215 60,573
13,660 15,295 8,315 1,950 39,220 52,298
15,960 12,199 7,535 3,200 38,894 42,215
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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