AoeStats
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African Clearing

511112667Analyzed
2v2 RM · 15d ago on Oct 3, 2026· 38m 2s· 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
🇲🇽 Hindustanis · Mexico
1207
+14
🇲🇽 Berbers · Mexico
1206
+14
vs
🇨🇭 Berbers · Switzerland
1194
-15
🇷🇴 Ethiopians · Romania
1147
-13
Player eAPM Actions Feudal Castle Imperial Opening
53 2,032 14:09 23:28 — ⚔ Scout Rush
35 1,337 13:53 22:55 — ⚔ Archer Rush
33 1,259 15:04 — — ⚔ Archers into Skirms
28 1,081 13:53 17:55 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,075 7,873 2,770 500 25,218 25,800
6,250 9,694 4,245 1,050 21,239 22,319
8,230 6,320 3,360 955 18,865 25,778
3,055 3,850 410 480 7,795 7,322
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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