AoeStats
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African Clearing

504387425Analyzed
2v2 RM · 29d ago on Sep 5, 2026· 81m 15s· 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
🇺🇸 Franks · United States
971
+13
🇺🇸 Georgians · United States
790
+20
🇦🇷 Byzantines · Argentina
922
-45
🇦🇷 Slavs · Argentina
848
-15
Player eAPM Actions Feudal Castle Imperial Opening
29 2,350 15:58 20:51 51:51 ⛏ Fast Castle
29 2,326 15:44 22:11 60:31 ⛏ Fast Castle
28 2,279 16:10 23:06 52:30 ⛏ Fast Castle
21 1,710 13:43 26:42 46:23 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
38,820 22,506 20,435 1,395 83,156 89,833
29,050 36,280 15,265 1,650 82,245 87,785
38,200 22,100 15,510 2,450 78,260 84,112
35,240 25,765 10,350 1,055 72,410 85,282
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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