AoeStats
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African Clearing

510388401Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 73m 22s· 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
🇬🇧 Tupi · United Kingdom
1648
+10
🇬🇧 Saracens · United Kingdom
1536
+13
🇮🇳 Spanish · India
1539
-13
🇮🇹 Khitans · Italy
1455
-10
Player eAPM Actions Feudal Castle Imperial Opening
43 3,122 11:55 31:52 54:07 ⚔ Archer Rush
40 2,970 12:17 22:04 38:12 ⚔ Scout Rush
37 2,712 11:45 16:37 55:39 ⛏ Fast Castle
36 2,668 13:19 16:54 38:46 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
42,745 25,537 22,390 6,290 96,962 101,466
43,300 22,287 14,615 2,550 82,752 87,640
38,785 15,017 20,910 2,710 77,422 78,811
28,110 26,678 9,670 5,800 70,258 78,364
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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