AoeStats
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African Clearing

505715586Analyzed
2v2 RM · 22d ago on Sep 10, 2026· 33m 52s· 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
🇪🇸 Persians · Spain
1164
+18
🇪🇸 Ethiopians · Spain
1164
+18
🇳🇱 Georgians · Netherlands
1220
-19
🇳🇱 Huns · Netherlands
1191
-17
Player eAPM Actions Feudal Castle Imperial Opening
35 1,194 12:31 24:33 — ⚔ Scout Rush
29 993 12:40 27:21 — ⚔ Archer Rush
26 895 13:54 18:24 — ⚔ FC into Skirms
20 685 14:09 20:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,060 5,318 2,570 200 16,148 16,663
7,520 4,932 1,235 1,600 15,287 16,854
6,640 5,749 2,495 305 15,189 16,566
4,540 2,185 850 500 8,075 8,898
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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