AoeStats
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African Clearing

510983400Analyzed
2v2 RM · 5h ago on Oct 3, 2026· 68m 12s· 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
🇧🇷 Magyars · Brazil
1493
+13
🇧🇷 Huns · Brazil
1459
+15
🇩🇪 Ethiopians · Germany
1473
-16
🇨🇳 Jurchens · China
1391
-12
Player eAPM Actions Feudal Castle Imperial Opening
68 4,605 14:01 17:59 47:10 ⛏ Fast Castle
43 2,927 12:08 38:53 54:34 ⚔ Drush into Scouts into Towers
32 2,154 14:57 19:13 57:28 ⚔ FC into Archers
30 2,025 12:42 18:44 42:01 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,605 19,063 21,300 6,855 74,823 91,777
36,220 15,152 21,315 1,950 74,637 78,901
33,450 13,586 12,075 1,805 60,916 70,751
15,570 18,118 8,075 2,200 43,963 47,762
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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