AoeStats
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African Clearing

503992735Analyzed
2v2 RM · 2mo ago on Sep 3, 2026· 39m 39s· 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
🇨🇳 Turks · China
1259
+13
🇨🇳 Britons · China
1203
+14
vs
🇹🇷 Berbers · Türkiye
1193
-14
🇹🇷 Malay · Türkiye
1175
-13
Player eAPM Actions Feudal Castle Imperial Opening
49 1,950 12:21 17:40 — ⛏ Fast Castle
41 1,627 11:28 19:22 —
34 1,348 14:04 17:36 — ⛏ Fast Castle
30 1,203 11:53 30:20 — ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
9,990 6,725 4,390 1,600 22,705 23,024
6,925 6,745 1,975 1,150 16,795 17,673
7,760 6,112 820 1,700 16,392 17,567
5,130 6,875 1,885 400 14,290 15,025
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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