AoeStats
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African Clearing

512874009Analyzed
2v2 RM · 8d ago on Oct 11, 2026· 50m 32s· 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
🇩🇪 Franks · Germany
1465
+12
🇹🇼 Berbers · Taiwan
1398
+16
vs
🇪🇸 Sicilians · Spain
1384
-14
🇪🇸 Mongols · Spain
1383
-14
Player eAPM Actions Feudal Castle Imperial Opening
60 3,016 12:54 16:34 40:01 ⛏ Fast Castle
30 1,493 14:00 26:14 50:29 ⚔ Archer Rush
29 1,479 11:58 27:05 42:21 ⚔ Towers FC
29 1,484 12:20 24:56 48:47 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,270 13,763 5,005 1,925 38,963 43,348
13,890 10,855 3,385 1,825 29,955 34,619
10,225 10,410 6,785 1,905 29,325 31,039
10,415 8,412 2,305 3,560 24,692 25,880
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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