AoeStats
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African Clearing

510285763Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 49m 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
🇫🇷 Mongols · France
1539
+15
🇫🇷 Vietnamese · France
1494
+17
🇻🇳 Hindustanis · Vietnam
1529
-17
🇪🇸 Huns · Spain
1499
-15
Player eAPM Actions Feudal Castle Imperial Opening
60 2,939 10:47 18:29 35:16 ⚔ Scout Rush
54 2,676 12:55 18:59 40:53 ⛏ Fast Castle
43 2,119 11:27 23:22 40:37 ⚔ Archer Rush
42 2,077 12:10 18:18 39:01

Resources

Player Food Wood Gold Stone Spent Collected
25,815 11,932 15,760 2,575 56,082 57,494
21,950 18,869 11,405 1,700 53,924 60,173
22,290 14,697 11,295 2,900 51,182 54,112
17,870 16,628 10,040 2,530 47,068 54,751
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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