AoeStats
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African Clearing

511102167Analyzed
2v2 RM · 16d ago on Oct 3, 2026· 44m 8s· 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
🇹🇷 Vietnamese · Türkiye
1515
+16
🇹🇷 Magyars · Türkiye
1463
+17
vs
🇵🇪 Huns · Peru
1520
-17
🇦🇷 Burmese · Argentina
1497
-16
Player eAPM Actions Feudal Castle Imperial Opening
67 2,950 13:08 16:50 38:52 ⛏ Fast Castle
45 1,993 13:01 21:26 43:32 ⚔ Scout Rush
45 1,979 13:50 17:54 — ⛏ Fast Castle
39 1,701 12:58 17:08 33:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,615 12,449 10,170 1,925 39,159 40,660
15,890 11,680 8,250 2,350 38,170 41,080
9,400 11,024 5,125 1,900 27,449 27,273
5,565 8,391 4,820 2,250 21,026 25,037
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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