AoeStats
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African Clearing

510651399Analyzed
2v2 RM · 12h ago on Oct 2, 2026· 38m 40s· 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
🇬🇧 Saxons · United Kingdom
1382
+15
🇬🇧 Varangians · United Kingdom
1380
+16
🇦🇷 Huns · Argentina
1381
-16
🇦🇷 Maya · Argentina
1359
-15
Player eAPM Actions Feudal Castle Imperial Opening
59 2,274 13:02 25:12 — ⚔ Archer Rush
32 1,245 14:50 20:52 — ⛏ Fast Castle
22 839 12:14 23:45 — ⚔ Drush into Towers
20 766 11:33 16:05 38:05 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,275 8,783 4,890 950 21,898 22,046
7,955 8,398 2,920 1,730 21,003 21,807
10,195 6,304 1,735 2,215 20,449 20,060
9,765 5,509 3,050 1,050 19,374 23,601
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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