AoeStats
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African Clearing

506837177Analyzed
2v2 RM · 17d ago on Sep 15, 2026· 32m 17s· 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
🇬🇧 Persians · United Kingdom
1393
+15
🇨🇦 Huns · Canada
1361
+17
🇩🇪 Japanese · Germany
1413
-17
🇫🇷 Saracens · France
1345
-15
Player eAPM Actions Feudal Castle Imperial Opening
56 1,795 11:26 22:48 — ⚔ Scout Rush
51 1,656 12:45 16:37 — ⛏ Fast Castle
42 1,357 14:01 21:54 — ⚔ Scout Rush
41 1,334 12:50 16:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,555 6,844 2,045 980 19,424 19,421
7,010 5,253 2,385 300 14,948 14,976
5,955 5,762 550 1,700 13,967 15,532
5,830 4,911 1,110 1,600 13,451 12,820
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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