AoeStats
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African Clearing

510488900Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 68m 12s· 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
🇷🇺 Inca · Russia
948
+14
🇷🇺 Tatars · Russia
938
+14
🇳🇿 Varangians · New Zealand
902
-14
🇹🇷 Chinese · Türkiye
889
-14
Player eAPM Actions Feudal Castle Imperial Opening
25 1,706 17:53 28:01 — ⚔ Champi Rush
18 1,221 13:22 20:35 48:21
17 1,169 16:24 22:50 40:10 ⛏ Fast Castle
14 978 13:46 19:16 44:00 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,510 15,914 16,925 6,150 64,499 66,959
20,380 12,680 15,540 1,705 50,305 64,798
15,205 17,075 4,570 2,015 38,865 50,239
11,140 6,590 2,655 1,700 22,085 26,798
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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