AoeStats
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African Clearing

518848409Analyzed
2v2 RM · 1d ago on Nov 5, 2026· 32m 12s· 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
🇦🇷 Byzantines · Argentina
1093
+15
🇧🇷 Huns · Brazil
1027
+27
vs
🇺🇸 Franks · United States
1071
-16
🇺🇸 Mongols · United States
1070
-16
Player eAPM Actions Feudal Castle Imperial Opening
35 1,117 15:08 29:46 — ⚔ Drush into Archers
32 1,019 12:10 30:23 — ⚔ Scout Rush
32 1,043 13:00 21:25 — ⚔ Scout Rush
14 466 17:16 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,405 6,548 2,265 1,050 17,268 17,425
5,780 5,464 1,625 200 13,069 12,758
6,550 4,018 470 875 11,913 13,377
2,605 1,300 70 100 4,075 4,801
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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