AoeStats
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African Clearing

512711183Analyzed
2v2 RM · 13d ago on Oct 10, 2026· 30m 15s· 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
🇩🇪 Khmer · Germany
843
+15
🇩🇪 Spanish · Germany
843
+15
vs
🇫🇷 Franks · France
854
-43
🇫🇷 Britons · France
798
-37
Player eAPM Actions Feudal Castle Imperial Opening
46 1,405 14:41 — — ⚔ Scouts into Archers
29 874 13:22 22:45 — ⚔ Scout Rush
23 685 13:28 21:57 — ⚔ Scout Rush
19 577 12:54 25:48 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,195 4,278 3,350 200 16,023 16,751
6,705 3,305 785 1,500 12,295 13,025
5,980 3,830 940 300 11,050 12,586
4,160 3,648 385 0 8,193 8,679
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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