AoeStats
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African Clearing

511348279Analyzed
2v2 RM · 9d ago on Oct 4, 2026· 52m 51s· 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
🇦🇷 Berbers · Argentina
1191
+16
🇦🇷 Tupi · Argentina
1180
+16
vs
🇩🇪 Vietnamese · Germany
1190
-16
🇩🇪 Byzantines · Germany
1190
-16
Player eAPM Actions Feudal Castle Imperial Opening
32 1,690 12:21 26:39 — ⚔ Scout Rush
31 1,623 13:44 27:56 — ⛏ Fast Castle
28 1,478 12:23 22:35 51:14 ⚔ Scout Rush
24 1,255 14:41 23:04 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,935 12,748 14,400 1,800 50,883 54,000
17,885 8,966 10,490 1,190 38,531 39,726
14,220 12,464 2,730 950 30,364 32,500
11,075 10,795 2,675 1,800 26,345 27,681
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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