AoeStats
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African Clearing

520176773Analyzed
2v2 RM · 4d ago on Nov 10, 2026· 56m 30s· 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
🇫🇷 Lithuanians · France
1201
+15
🇫🇷 Saracens · France
978
+22
vs
🇬🇹 Magyars · Guatemala
1151
-19
🇬🇹 Huns · Guatemala
1142
-18
Player eAPM Actions Feudal Castle Imperial Opening
30 1,709 13:21 18:30 42:58 ⛏ Fast Castle
25 1,394 13:17 24:39 41:39 ⚔ Scout Rush
23 1,322 13:07 19:48 55:14 ⚔ Archer Rush
20 1,110 13:15 19:12 38:58 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,265 17,815 11,850 1,800 56,730 66,234
17,175 11,218 10,495 1,945 40,833 46,767
14,345 11,295 8,100 1,910 35,650 38,707
12,130 13,410 7,555 1,295 34,390 37,792
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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