AoeStats
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African Clearing

506129789Analyzed
2v2 RM · 21d ago on Sep 12, 2026· 66m 9s· 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
🇩🇪 Dravidians · Germany
795
+16
🇫🇷 Romans · France
755
+18
🇷🇺 Slavs · Russia
796
-36
🇩🇪 Cumans · Germany
796
-36
Player eAPM Actions Feudal Castle Imperial Opening
23 1,499 18:58 30:28 40:56 ⚔ Scout Rush
19 1,274 14:44 23:08 39:36 ⚔ FC into Scouts
14 921 16:14 27:59 46:37 ⚔ FC into Scouts
13 868 15:59 21:55 55:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,640 19,990 12,825 3,385 68,840 73,684
20,130 10,070 6,715 2,575 39,490 47,560
18,520 9,010 7,515 2,250 37,295 40,665
18,245 10,016 4,690 2,000 34,951 42,833
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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