AoeStats
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African Clearing

511587782Analyzed
2v2 RM · 14d ago on Oct 5, 2026· 72m 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
🇳🇱 Huns · Netherlands
1136
+12
🇳🇱 Goths · Netherlands
1103
+14
vs
🇩🇰 Khitans · Denmark
1079
-14
🇩🇪 Mongols · Germany
1031
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 2,868 14:00 21:38 43:22 ⚔ Scout Rush
23 1,682 12:03 34:00 54:11 ⚔ Archer Rush
22 1,570 13:02 26:06 41:19 ⚔ Tower Rush
17 1,255 13:21 27:44 66:45 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
42,730 25,780 24,360 4,140 97,010 101,635
26,635 25,485 5,255 6,075 63,450 65,154
26,025 15,567 14,365 3,120 59,077 66,721
20,240 12,918 8,570 1,760 43,488 43,735
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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