AoeStats
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African Clearing

510962168Analyzed
2v2 RM · 7h ago on Oct 3, 2026· 42m 43s· 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
🇭🇷 Spanish · Croatia
851
+3
🇭🇷 Georgians · Croatia
851
+3
🇩🇪 Byzantines · Germany
502
-3
🇮🇳 Bulgarians · India
463
-3
Player eAPM Actions Feudal Castle Imperial Opening
35 1,498 14:16 21:22 — ⚔ FC into Scouts
29 1,243 16:08 23:15 — ⚔ FC into Scouts
25 1,047 19:17 28:34 — ⚔ Drush into Archers
24 1,031 15:55 22:28 — ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
8,590 7,049 5,035 950 21,624 22,084
8,470 4,165 2,245 1,600 16,480 19,339
7,585 6,423 1,185 300 15,493 20,852
6,405 3,540 1,545 750 12,240 12,765
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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