AoeStats
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African Clearing

511189983Analyzed
2v2 RM · 13d ago on Oct 4, 2026· 49m 47s· 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
🇲🇽 Cumans · Mexico
1167
+17
🇨🇦 Hindustanis · Canada
1143
+18
vs
🇦🇷 Jurchens · Argentina
1231
-19
🇨🇴 Mongols · Colombia
1155
-16
Player eAPM Actions Feudal Castle Imperial Opening
30 1,497 12:31 16:51 36:19 ⛏ Fast Castle
27 1,364 14:16 19:41 44:04 ⚔ Archer Rush
27 1,347 14:16 18:20 46:20 ⛏ Fast Castle
17 841 14:40 20:27 — ⚔ Drush into Archers FC

Resources

Player Food Wood Gold Stone Spent Collected
13,940 17,255 9,685 1,600 42,480 48,557
13,470 11,640 6,570 3,250 34,930 37,894
10,110 14,885 7,070 1,350 33,415 38,951
5,250 6,845 3,520 770 16,385 18,540
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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