AoeStats
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African Clearing

511446687Analyzed
2v2 RM · 8d ago on Oct 5, 2026· 40m 3s· 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
🇺🇸 Hindustanis · United States
1378
+17
🇺🇸 Magyars · United States
1377
+17
vs
🇨🇴 Lithuanians · Colombia
1390
-17
🇲🇽 Aztecs · Mexico
1390
-17
Player eAPM Actions Feudal Castle Imperial Opening
98 3,943 12:20 17:14 — ⚔ FC into Archers
37 1,499 13:12 17:40 39:40 ⛏ Fast Castle
32 1,298 10:58 23:32 — ⚔ Scout Rush
30 1,202 11:44 22:36 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,375 7,905 5,415 2,450 28,145 33,559
10,485 8,349 5,100 1,080 25,014 25,635
6,940 6,090 1,725 1,700 16,455 18,331
7,480 5,922 1,395 1,125 15,922 15,940
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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