AoeStats
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African Clearing

504956387Analyzed
2v2 RM · 25d ago on Sep 7, 2026· 56m 54s· 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
🇨🇳 Koreans · China
825
+44
🇮🇩 Bulgarians · Indonesia
800
+17
🇺🇸 Lithuanians · United States
844
-22
🇱🇧 Persians · Lebanon
837
-32
Player eAPM Actions Feudal Castle Imperial Opening
17 953 15:28 25:50 40:12 ⛏ Fast Castle
13 741 17:17 25:35 44:30 ⛏ Fast Castle
13 720 14:34 27:53 43:17 ⚔ Scouts into Archers
0 26 — — —

Resources

Player Food Wood Gold Stone Spent Collected
23,795 20,855 10,495 2,455 57,600 63,570
16,295 23,095 11,470 3,800 54,660 64,779
23,420 11,502 12,420 3,950 51,292 58,702
0 275 0 100 375 140
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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