AoeStats
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African Clearing

510548663Analyzed
2v2 RM · 21h ago on Oct 1, 2026· 26m 37s· 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
🇨🇳 Mongols · China
1155
+13
🇨🇳 Magyars · China
1136
+13
🇩🇪 Varangians · Germany
1107
-14
🇪🇸 Franks · Spain
1048
-12
Player eAPM Actions Feudal Castle Imperial Opening
41 1,084 13:14 21:29 — ⚔ Scout Rush
24 650 12:46 17:06 — ⛏ Fast Castle
21 566 12:56 — — ⚔ Skirmisher Rush
19 513 12:19 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,300 3,041 1,680 1,000 10,021 10,152
4,400 3,688 505 450 9,043 10,164
5,165 2,135 710 850 8,860 8,812
3,980 2,520 110 100 6,710 7,377
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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