AoeStats
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African Clearing

510486121Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 50m 45s· 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
🇨🇳 Franks · China
1097
+17
🇭🇰 Huns · Hong Kong SAR China
1055
+18
1109
-18
🇨🇱 Bulgarians · Chile
1108
-17
Player eAPM Actions Feudal Castle Imperial Opening
35 1,784 14:34 34:41 —
32 1,623 12:30 30:25 — ⛏ Fast Castle
25 1,282 15:22 25:36 — ⚔ Towers FC
22 1,140 15:33 19:26 39:01 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,685 8,300 12,570 1,150 41,705 48,269
14,550 17,065 2,715 3,755 38,085 37,800
9,100 10,275 3,630 1,570 24,575 25,460
9,505 7,915 3,665 3,005 24,090 25,193
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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