AoeStats
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African Clearing

503972503Analyzed
2v2 RM · 28d ago on Sep 3, 2026· 57m 19s· 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 · Vietnam
1028
+13
🇬🇧 Magyars · United Kingdom
919
+17
🇨🇳 Mongols · China
962
-15
🇹🇼 Huns · Taiwan
949
-44
Player eAPM Actions Feudal Castle Imperial Opening
40 2,286 13:04 23:22 49:43 ⚔ Scout Rush
22 1,252 14:36 18:43 40:37 ⛏ FC into Fish Boom
18 1,048 15:28 20:30 40:29 ⛏ Fast Castle
15 880 13:49 23:33 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
22,360 23,945 12,135 4,200 62,640 63,997
16,820 18,310 11,725 3,080 49,935 50,174
19,155 14,322 3,160 400 37,037 40,565
8,715 7,592 995 950 18,252 21,364
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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