AoeStats
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African Clearing

510583027Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 70m 28s· 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
🇺🇾 Mapuche · Uruguay
1698
+12
🇺🇾 Saracens · Uruguay
1547
+18
🇺🇸 Armenians · United States
1605
-15
🇩🇪 Turks · Germany
1601
-15
Player eAPM Actions Feudal Castle Imperial Opening
75 5,301 11:28 26:05 48:05 ⚔ Skirmisher Rush
45 3,177 11:39 27:30 40:57 ⚔ Scout Rush
35 2,481 14:13 17:58 — ⛏ Fast Castle
33 2,294 12:23 16:32 40:03 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
38,925 25,380 22,615 5,255 92,175 108,324
28,865 33,981 12,240 4,780 79,866 85,065
19,765 22,085 18,855 4,300 65,005 67,517
12,705 14,375 3,250 5,050 35,380 37,253
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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