AoeStats
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African Clearing

510524476Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 58m 27s· 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 · Colombia
971
+19
🇨🇳 Persians · China
971
+19
🇫🇷 Hindustanis · France
1035
-20
🇫🇷 Khitans · France
1020
-18
Player eAPM Actions Feudal Castle Imperial Opening
35 2,071 13:14 18:43 47:55 ⛏ Fast Castle
32 1,883 13:36 21:13 39:47 ⛏ Fish Boom FC
30 1,757 14:19 20:51 38:16 ⚔ Scout Rush
24 1,419 13:26 22:57 46:20 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,740 31,830 27,285 2,430 88,285 90,832
22,170 19,924 16,960 4,205 63,259 66,432
27,265 15,650 8,435 1,900 53,250 55,202
19,490 10,962 8,410 1,125 39,987 44,760
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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