AoeStats
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African Clearing

511805463Analyzed
2v2 RM · 13d ago on Oct 6, 2026· 48m 58s· 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
🇩🇪 Berbers · Germany
1313
+17
🇩🇪 Huns · Germany
1313
+17
vs
🇲🇺 Spanish · Mauritius
1342
-17
🇮🇳 Muisca · India
1339
-17
Player eAPM Actions Feudal Castle Imperial Opening
39 1,901 13:58 17:53 — ⛏ Fast Castle
34 1,650 13:13 18:20 44:21 ⛏ Fast Castle
28 1,362 14:10 18:18 34:07 ⛏ Fast Castle
25 1,248 13:51 24:26 — ⚔ Champis into Archers

Resources

Player Food Wood Gold Stone Spent Collected
21,910 12,025 11,270 780 45,985 53,498
20,030 13,570 6,960 975 41,535 45,586
9,775 14,285 13,445 980 38,485 39,384
18,325 7,808 6,350 4,315 36,798 37,039
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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