AoeStats
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African Clearing

506766178Analyzed
2v2 RM · 17d ago on Sep 15, 2026· 65m 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
🇲🇽 Spanish · Mexico
867
+28
🇦🇷 Bulgarians · Argentina
592
+20
🇨🇦 Maya · Canada
700
-15
🇧🇷 Italians · Brazil
691
-15
Player eAPM Actions Feudal Castle Imperial Opening
20 1,313 15:01 26:25 37:47 ⚔ Archers into Scouts
20 1,309 13:16 28:29 48:41
16 1,025 13:46 28:58 45:31 ⚔ Scouts into Skirms
4 245 19:41 25:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
35,610 15,390 17,970 2,350 71,320 90,216
17,355 20,164 16,370 2,400 56,289 64,087
21,915 12,905 10,325 2,730 47,875 49,251
4,770 3,785 440 450 9,445 10,207
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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