AoeStats
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African Clearing

510333809Analyzed
2v2 RM · 19h ago on Sep 30, 2026· 48m 11s· 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 · Mexico
1198
+16
🇲🇽 Saracens · Mexico
1198
+16
🇨🇱 Vietnamese · Chile
1226
-18
🇦🇷 Mongols · Argentina
1162
-14
Player eAPM Actions Feudal Castle Imperial Opening
62 2,984 12:04 17:56 43:44 ⛏ Fast Castle
51 2,469 11:32 22:14 42:10 ⚔ Scout Rush
44 2,116 14:39 18:34 — ⛏ Fast Castle
32 1,526 14:41 19:15 47:00 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,545 19,250 3,835 1,150 41,780 42,365
16,845 9,239 10,565 2,550 39,199 45,924
9,245 11,135 6,675 2,325 29,380 30,545
10,640 8,243 5,935 2,150 26,968 32,073
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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