AoeStats
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African Clearing

511029860Analyzed
2v2 RM · 9h ago on Oct 3, 2026· 83m 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
🇻🇳 Byzantines · Vietnam
1161
+15
🇻🇳 Mongols · Vietnam
1160
+15
🇨🇳 Poles · China
1140
-15
🇨🇳 Italians · China
1139
-15
Player eAPM Actions Feudal Castle Imperial Opening
56 4,628 14:04 17:50 49:25 ⛏ Fast Castle
56 4,658 11:11 20:13 40:08 ⛏ Fast Castle
48 4,022 14:44 19:36 34:54 ⛏ Fast Castle
21 1,736 13:39 20:50 50:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,350 36,923 26,775 8,055 96,103 117,905
42,670 12,931 27,860 4,085 87,546 102,127
37,220 40,190 4,725 1,150 83,285 101,685
13,010 32,685 24,180 4,550 74,425 86,554
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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