AoeStats
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African Clearing

510482347Analyzed
2v2 RM · 12h ago on Oct 1, 2026· 58m 55s· 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 · China
1062
+14
🇨🇳 Poles · China
981
+17
🇲🇽 Aztecs · Mexico
1018
-16
🇨🇦 Goths · Canada
997
-15
Player eAPM Actions Feudal Castle Imperial Opening
25 1,491 13:56 27:21 40:56
22 1,270 13:34 19:06 33:26 ⛏ Fast Castle
21 1,236 13:58 21:41 53:07 ⛏ Fast Castle
14 799 18:38 30:11 — ⚔ M@A into Towers into Archers

Resources

Player Food Wood Gold Stone Spent Collected
43,410 12,052 10,725 2,900 69,087 79,744
27,265 17,645 10,635 1,645 57,190 62,417
18,160 13,575 7,695 1,150 40,580 44,501
11,760 9,580 1,440 1,975 24,755 26,064
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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