AoeStats
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African Clearing

510308137Analyzed
2v2 RM · 21h ago on Sep 30, 2026· 82m 39s· 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
🇩🇪 Huns · Germany
1286
+13
🇩🇪 Japanese · Germany
1285
+13
🇪🇸 Britons · Spain
1238
-13
🇪🇸 Celts · Spain
1209
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 3,216 12:09 23:38 35:09 ⚔ Archer Rush
34 2,781 12:26 22:36 38:48 ⛏ Fast Castle
32 2,686 14:32 18:34 69:33 ⚔ FC into Skirms
28 2,274 11:45 23:26 39:36 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
59,615 30,920 30,175 2,350 123,060 134,815
43,880 42,476 25,520 5,700 117,576 126,244
22,750 17,451 12,100 6,980 59,281 71,210
22,980 22,223 10,125 2,325 57,653 58,384
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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