AoeStats
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African Clearing

506786029Analyzed
2v2 RM · 16d ago on Sep 15, 2026· 66m 59s· 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
🇵🇪 Magyars · Peru
1021
+19
🇵🇪 Franks · Peru
1021
+19
🇨🇦 Mongols · Canada
1092
-19
🇨🇦 Vietnamese · Canada
1085
-19
Player eAPM Actions Feudal Castle Imperial Opening
33 2,214 13:25 23:13 38:00 ⛏ Fast Castle
30 2,040 12:36 17:12 33:56 ⛏ Fast Castle
20 1,331 14:30 21:53 39:13 ⚔ Scout Rush
20 1,359 12:41 19:03 37:11

Resources

Player Food Wood Gold Stone Spent Collected
39,265 14,598 28,195 6,345 88,403 90,494
35,550 34,005 11,075 4,000 84,630 86,464
28,250 23,415 15,725 7,000 74,390 84,381
21,330 26,547 19,045 4,245 71,167 82,799
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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