AoeStats
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African Clearing

510397514Analyzed
2v2 RM · 3d ago on Sep 30, 2026· 52m 47s· 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
🇩🇪 Turks · Germany
1346
+12
🇩🇪 Mongols · Germany
1335
+13
🇩🇪 Huns · Germany
1268
-13
🇩🇪 Burgundians · Germany
1261
-12
Player eAPM Actions Feudal Castle Imperial Opening
40 2,138 11:29 15:12 41:43 ⛏ Fast Castle
36 1,892 12:40 18:18 51:31 ⛏ Fast Castle
23 1,225 13:07 23:32 41:04 ⚔ Scout Rush
20 1,036 11:44 21:42 42:31 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,560 11,803 8,690 2,775 44,828 54,157
14,330 16,851 7,275 2,500 40,956 42,031
14,595 14,804 7,495 2,455 39,349 39,669
15,205 10,026 5,310 1,980 32,521 34,116
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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