AoeStats
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African Clearing

510525273Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 52m 46s· 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 · China
1401
+15
🇵🇪 Celts · Peru
1375
+16
🇨🇳 Varangians · China
1405
-17
1339
-14
Player eAPM Actions Feudal Castle Imperial Opening
50 2,656 12:34 25:06 41:27 ⚔ Scout Rush
45 2,374 12:33 16:41 36:24 ⛏ Fish Boom FC
33 1,725 13:01 23:57 — ⚔ Scout Rush
25 1,316 13:36 17:35 47:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
37,970 18,415 14,575 1,910 72,870 76,129
24,305 23,358 14,605 2,400 64,668 75,673
18,150 15,291 6,560 1,520 41,521 44,293
15,015 12,901 2,135 3,175 33,226 36,050
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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