AoeStats
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African Clearing

511414877Analyzed
2v2 RM · 12d ago on Oct 4, 2026· 45m 52s· 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
🇲🇽 Sicilians · Mexico
1141
+18
🇲🇽 Huns · Mexico
1141
+18
vs
🇺🇸 Burgundians · United States
1279
-21
🇺🇸 Mapuche · United States
1102
-15
Player eAPM Actions Feudal Castle Imperial Opening
45 2,042 15:52 19:32 — ⛏ Fast Castle
38 1,756 13:37 21:12 41:42 ⚔ Scout Rush
37 1,691 12:55 20:52 35:35 ⚔ Scout Rush
27 1,223 16:02 30:24 —

Resources

Player Food Wood Gold Stone Spent Collected
14,410 10,429 4,475 1,350 30,664 31,539
9,125 12,505 7,430 1,075 30,135 31,765
13,205 7,903 5,130 1,150 27,388 33,270
11,420 7,715 3,070 925 23,130 23,168
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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