AoeStats
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African Clearing

503801426Analyzed
2v2 RM · 1mo ago on Sep 2, 2026· 54m 18s· 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
🇷🇺 Mapuche · Russia
1548
+15
🇦🇺 Tupi · Australia
1272
+26
🇨🇳 Wu · China
1646
-25
🇨🇳 Mapuche · China
1407
-16
Player eAPM Actions Feudal Castle Imperial Opening
61 3,298 12:05 18:51 43:02 ⛏ Fast Castle
53 2,856 12:35 16:39 34:29 ⛏ Fast Castle
48 2,598 12:21 20:29 42:16 ⚔ Scout Rush
43 2,323 12:58 16:46 48:14 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,320 23,240 16,145 1,900 58,605 67,429
16,040 19,078 13,200 4,300 52,618 58,190
16,790 14,850 7,170 5,915 44,725 49,403
14,325 16,634 10,075 2,155 43,189 44,425
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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