AoeStats
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African Clearing

511367494Analyzed
2v2 RM · 12d ago on Oct 4, 2026· 52m 51s· 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 · Canada
1379
+19
🇨🇴 Berbers · Colombia
1357
+20
vs
🇬🇧 Chinese · United Kingdom
1481
-21
🇬🇧 Huns · United Kingdom
1400
-18
Player eAPM Actions Feudal Castle Imperial Opening
50 2,632 10:38 19:56 37:14 ⚔ Scout Rush
41 2,143 11:11 19:53 40:55 ⚔ Archer Rush
30 1,589 13:21 18:12 37:09 ⛏ Fast Castle
24 1,271 13:43 18:02 43:58 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
35,420 16,099 13,825 2,400 67,744 70,983
18,985 19,100 12,170 1,740 51,995 54,511
16,425 20,770 10,285 4,430 51,910 64,405
12,630 15,878 9,875 1,825 40,208 43,993
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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