AoeStats
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African Clearing

510316036Analyzed
2v2 RM · 3d ago on Sep 30, 2026· 57m 35s· 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 · Türkiye
1051
+17
🇧🇩 Japanese · Bangladesh
986
+19
🇫🇷 Hindustanis · France
1067
-18
🇫🇷 Georgians · France
1052
-18
Player eAPM Actions Feudal Castle Imperial Opening
30 1,731 13:18 24:14 40:10 ⚔ Scout Rush
27 1,545 11:56 19:26 37:18 ⛏ Fast Castle
21 1,219 12:38 23:55 38:40
9 538 14:39 20:15 45:50

Resources

Player Food Wood Gold Stone Spent Collected
37,625 12,678 23,180 4,760 78,243 81,780
28,275 18,323 12,350 5,050 63,998 76,890
27,650 14,287 13,740 2,645 58,322 63,528
29,275 10,824 11,310 1,700 53,109 63,835
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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