AoeStats
← DarWix 2.0

African Clearing

505837119Analyzed
2v2 RM · 22d ago on Sep 11, 2026· 67m 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
🇫🇷 Chinese · France
1497
+14
🇪🇸 Persians · Spain
1392
+18
🇫🇷 Berbers · France
1450
-16
🇫🇷 Huns · France
1445
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 3,148 13:47 17:09 52:49 ⛏ Fast Castle
41 2,770 12:33 16:14 36:15 ⛏ Fast Castle
40 2,721 12:51 17:09 40:07 ⛏ Fast Castle
28 1,873 12:04 20:20 41:31 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
50,565 26,894 27,970 3,875 109,304 117,712
38,200 17,312 22,705 4,550 82,767 87,987
24,625 25,760 6,125 2,100 58,610 62,417
18,615 21,424 12,540 3,410 55,989 57,620
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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