AoeStats
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African Clearing

510820638Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 67m 37s· 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 · Germany
1031
+16
🇺🇸 Danes · United States
1029
+16
🇹🇷 Bengalis · Türkiye
1052
-17
🇹🇷 Bulgarians · Türkiye
1008
-15
Player eAPM Actions Feudal Castle Imperial Opening
44 2,943 13:32 18:47 36:37 ⛏ Fast Castle
36 2,439 13:16 22:32 39:29 ⚔ Archer Rush
25 1,663 15:13 26:36 49:15 ⚔ Scout Rush
23 1,546 12:10 22:46 42:02 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,685 30,410 17,710 5,055 76,860 100,633
33,740 24,950 12,085 2,350 73,125 73,538
30,525 13,159 11,285 4,700 59,669 90,269
25,800 16,730 11,395 5,150 59,075 69,318
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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