AoeStats
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African Clearing

510440676Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 41m 13s· 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
🇦🇷 Shu · Argentina
1336
+11
🇨🇴 Magyars · Colombia
1147
+19
🇨🇱 Malay · Chile
1218
-15
🇳🇿 Koreans · New Zealand
1210
-15
Player eAPM Actions Feudal Castle Imperial Opening
61 2,535 13:04 31:46 — ⚔ Archers into Skirms
39 1,622 12:05 15:40 — ⛏ Fast Castle
33 1,375 14:08 — — ⚔ Archer Rush
33 1,375 11:52 29:21 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,880 8,285 4,150 400 26,715 30,768
7,775 5,595 2,690 2,350 18,410 19,685
5,775 7,078 3,135 450 16,438 16,757
3,265 3,097 600 1,080 8,042 7,566
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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