AoeStats
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African Clearing

511394533Analyzed
2v2 RM · 16d ago on Oct 4, 2026· 68m 10s· 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
🇫🇷 Mongols · France
1275
+15
🇲🇽 Magyars · Mexico
1195
+18
vs
🇧🇷 Gurjaras · Brazil
1285
-18
🇧🇷 Mongols · Brazil
1199
-15
Player eAPM Actions Feudal Castle Imperial Opening
51 3,506 12:11 18:52 40:55 ⚔ Scouts FC
27 1,867 12:25 23:22 39:38 ⚔ Scout Rush
26 1,798 12:14 24:19 46:46 ⚔ Scout Rush
24 1,654 12:35 24:12 50:24 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
43,305 29,095 23,540 2,900 98,840 101,345
43,365 25,522 24,475 2,435 95,797 103,393
52,855 20,476 17,150 3,000 93,481 101,713
26,775 28,288 10,725 2,350 68,138 77,082
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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