AoeStats
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African Clearing

510809147Analyzed
2v2 RM · 15h ago on Oct 2, 2026· 109m 25s· 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
🇨🇴 Byzantines · Colombia
648
+14
🇮🇳 Persians · India
580
+17
🇮🇩 Britons · Indonesia
604
-16
🇮🇩 Vietnamese · Indonesia
600
-15
Player eAPM Actions Feudal Castle Imperial Opening
41 4,501 16:04 33:40 44:18 ⚔ Scout Rush
18 1,924 14:29 22:28 35:23 ⚔ FC into Skirms
17 1,908 16:09 24:11 37:35 ⛏ Fast Castle
10 1,131 15:04 39:07 47:23 ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
49,135 45,900 25,610 4,010 124,655 138,684
40,870 29,730 40,460 7,100 118,160 136,078
17,995 39,205 31,610 3,000 91,810 101,831
26,155 26,830 4,005 2,260 59,250 68,336
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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