AoeStats
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African Clearing

510892876Analyzed
2v2 RM · 12h ago on Oct 3, 2026· 21m 1s· 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
🇧🇷 Burmese · Brazil
496
+24
🇦🇷 Bulgarians · Argentina
484
+24
🇦🇷 Chinese · Argentina
728
-50
🇦🇷 Inca · Argentina
625
-22
Player eAPM Actions Feudal Castle Imperial Opening
32 663 18:20 — —
23 488 18:37 — — ⛏ Fast Castle
23 494 11:56 — — ⚔ Drush
14 303 17:13 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,700 8,140 250 100 11,190 10,660
3,440 1,665 355 125 5,585 6,153
2,290 2,015 0 100 4,405 4,384
1,990 1,630 60 105 3,785 3,914
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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