AoeStats
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African Clearing

503949834Analyzed
2v2 RM · 1mo ago on Sep 3, 2026· 45m 39s· 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
🇦🇷 Malians · Argentina
1400
+15
🇺🇸 Maya · United States
1366
+17
🇺🇸 Franks · United States
1454
-31
🇺🇸 Bengalis · United States
1325
-13
Player eAPM Actions Feudal Castle Imperial Opening
43 1,979 11:29 23:30 43:19 ⚔ Scout Rush
39 1,773 14:04 19:02 42:49 ⛏ Fast Castle
37 1,680 14:20 21:04 38:26 ⚔ Archer Rush
33 1,520 13:22 17:32 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,160 11,464 5,610 1,075 35,309 36,620
10,580 10,308 7,820 2,550 31,258 33,622
9,545 14,785 4,925 1,865 31,120 33,225
14,195 8,592 4,995 1,900 29,682 30,661
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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