AoeStats
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African Clearing

506842267Analyzed
2v2 RM · 16d ago on Sep 15, 2026· 56m 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
🇹🇷 Inca · Türkiye
1426
+16
🇹🇷 Burgundians · Türkiye
1403
+17
🇨🇳 Mapuche · China
1457
-18
🇹🇼 Huns · Taiwan
1393
-15
Player eAPM Actions Feudal Castle Imperial Opening
56 3,133 13:26 23:23 38:25 ⚔ Scout Rush
47 2,638 13:08 17:44 — ⛏ Fast Castle
38 2,114 13:22 26:42 54:09 ⚔ Towers FC
32 1,814 13:06 19:29 44:00 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
42,550 20,745 20,790 3,790 87,875 95,141
19,350 14,511 13,380 3,895 51,136 54,178
21,790 13,616 6,475 2,400 44,281 45,578
17,980 14,665 7,455 3,000 43,100 45,037
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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