AoeStats
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African Clearing

510633784Analyzed
2v2 RM · 13h ago on Oct 1, 2026· 31m 50s· 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
🇬🇹 Huns · Guatemala
1154
+11
🇮🇳 Jurchens · India
1053
+15
🇺🇸 Ethiopians · United States
1067
-14
🇨🇦 Inca · Canada
1015
-12
Player eAPM Actions Feudal Castle Imperial Opening
37 1,192 14:52 19:12 — ⛏ Fast Castle
30 946 14:02 20:36 — ⛏ Fast Castle
29 922 13:08 18:42 — ⛏ Fast Castle
24 767 16:11 20:16 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,305 7,305 3,480 950 21,040 21,882
6,440 6,139 1,470 950 14,999 16,196
6,125 5,020 400 905 12,450 14,388
5,920 3,635 675 1,615 11,845 12,986
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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