AoeStats
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African Clearing

506218326Analyzed
2v2 RM · 21d ago on Sep 12, 2026· 46m 49s· 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
🇩🇰 Slavs · Denmark
1508
+8
🇺🇸 Huns · United States
1319
+15
🇺🇸 Spanish · United States
1341
-13
🇮🇪 Maya · Ireland
1282
-10
Player eAPM Actions Feudal Castle Imperial Opening
56 2,623 13:35 25:51 — ⚔ Fish Boom into Scouts into Skirms
45 2,129 14:25 19:00 — ⛏ Fast Castle
29 1,380 12:43 21:44 36:31 ⚔ Skirmisher Rush
20 950 12:33 16:59 40:24 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,520 11,695 13,310 5,730 55,255 65,148
10,560 8,365 5,320 1,700 25,945 25,049
9,600 7,664 1,645 665 19,574 19,383
6,785 2,297 2,730 750 12,562 13,739
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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