AoeStats
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African Clearing

510319346Analyzed
2v2 RM · 3d ago on Sep 30, 2026· 51m 41s· 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
🇹🇼 Sicilians · Taiwan
1409
+12
🇹🇼 Varangians · Taiwan
1291
+17
🇦🇺 Berbers · Australia
1332
-15
🇦🇺 Varangians · Australia
1312
-14
Player eAPM Actions Feudal Castle Imperial Opening
71 3,650 11:40 21:37 44:48 ⚔ Scout Rush
60 3,090 14:20 18:46 34:21 ⛏ Fast Castle
52 2,664 13:08 17:27 38:26 ⛏ Fast Castle
37 1,903 11:58 22:11 48:54 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
40,560 18,435 14,720 3,075 76,790 78,021
32,620 15,588 19,995 2,755 70,958 72,586
24,320 11,672 8,905 4,095 48,992 52,079
19,655 8,563 8,880 2,575 39,673 42,666
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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