AoeStats
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African Clearing

510684661Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 20m 50s· 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
🇪🇨 Italians · Ecuador
915
+15
🇲🇽 Huns · Mexico
838
+20
🇦🇷 Maya · Argentina
935
-19
🇦🇷 Hindustanis · Argentina
865
-16
Player eAPM Actions Feudal Castle Imperial Opening
30 627 16:23 — — ⚔ Scout Rush
27 568 14:35 — — ⛏ Fast Castle
20 427 15:02 — — ⚔ Archer Rush
14 291 16:30 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,335 1,760 350 100 6,545 7,086
3,555 2,050 700 100 6,405 6,325
2,785 2,110 545 235 5,675 5,672
2,760 1,440 50 100 4,350 4,631
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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