AoeStats
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African Clearing

510380457Analyzed
2v2 RM · 7h ago on Sep 30, 2026· 34m 38s· 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
🇩🇪 Chinese · Germany
1679
+9
🇩🇪 Varangians · Germany
1665
+10
🇦🇷 Vietnamese · Argentina
1543
-10
🇦🇷 Varangians · Argentina
1502
-9
Player eAPM Actions Feudal Castle Imperial Opening
47 1,641 11:47 20:57 — ⚔ Scout Rush
43 1,501 12:48 17:14 — ⛏ Fast Castle
30 1,030 12:07 16:39 — ⛏ Fast Castle
28 954 13:46 17:37 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,435 6,787 2,875 1,150 22,247 22,721
8,025 7,452 2,775 1,705 19,957 21,711
5,025 7,355 1,290 605 14,275 13,793
5,000 5,090 2,165 1,050 13,305 14,321
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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