AoeStats
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African Clearing

504106876Analyzed
2v2 RM · 28d ago on Sep 3, 2026· 77m 53s· 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
🇺🇸 Burgundians · United States
1159
+14
🇨🇭 Mongols · Switzerland
1078
+18
🇦🇷 Vietnamese · Argentina
1111
-16
🇦🇷 Inca · Argentina
1108
-16
Player eAPM Actions Feudal Castle Imperial Opening
61 4,725 16:53 29:56 58:53 ⚔ M@A into Towers
55 4,279 13:19 24:18 44:02 ⚔ Scouts FC
36 2,792 13:58 21:15 43:36 ⚔ Scout Rush
21 1,645 12:16 23:05 40:58 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
45,750 47,010 20,745 3,030 116,535 131,456
59,930 25,585 22,950 2,010 110,475 120,519
20,365 34,262 22,780 4,600 82,007 87,724
31,340 14,005 9,145 2,875 57,365 58,476
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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