AoeStats
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African Clearing

510887698Analyzed
2v2 RM · 4h ago on Oct 3, 2026· 35m 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
🇨🇦 Saxons · Canada
1015
+14
🇩🇪 Mongols · Germany
998
+14
🇨🇱 Vietnamese · Chile
978
-15
🇲🇽 Lithuanians · Mexico
942
-13
Player eAPM Actions Feudal Castle Imperial Opening
37 1,302 12:46 28:24 — ⚔ Towers into Skirms
28 985 15:43 34:45 — ⚔ M@A into Archers
28 1,000 13:03 27:16 — ⚔ Archer Rush
22 773 14:18 23:53 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,440 5,038 4,665 200 21,343 21,479
6,450 5,978 2,055 975 15,458 15,486
7,520 4,045 1,480 575 13,620 15,589
5,100 4,248 2,290 225 11,863 11,406
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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