AoeStats
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African Clearing

506164620Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 29m 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
🇬🇧 Cumans · United Kingdom
1250
+14
🇦🇷 Mongols · Argentina
1194
+15
🇺🇸 Romans · United States
1209
-15
🇺🇸 Ethiopians · United States
1179
-14
Player eAPM Actions Feudal Castle Imperial Opening
43 1,281 15:38 20:29 — ⚔ Archer Rush
30 894 13:02 26:46 — ⚔ Scout Rush
25 747 11:06 22:58 — ⛏ Fast Castle
22 650 13:12 28:04 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,090 5,054 3,425 200 18,769 20,341
5,650 4,825 3,335 300 14,110 13,818
7,355 3,618 500 875 12,348 12,769
5,480 3,665 600 875 10,620 10,842
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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