AoeStats
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African Clearing

503786517Analyzed
2v2 RM · 2mo ago on Sep 2, 2026· 53m 45s· 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 · China
1026
+13
🇪🇸 Ethiopians · Spain
1001
+14
vs
🇨🇳 Vietnamese · China
1251
-26
🇨🇳 Chinese · China
686
-4
Player eAPM Actions Feudal Castle Imperial Opening
32 1,726 14:08 24:49 34:48 ⚔ Archer Rush
23 1,249 13:56 24:06 46:27 ⚔ Towers FC
20 1,079 15:14 20:08 46:13 ⛏ Fast Castle
12 672 16:04 25:54 40:32 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,190 17,644 12,725 2,845 45,404 57,373
17,070 14,002 10,600 1,995 43,667 72,542
10,775 17,640 12,995 2,250 43,660 49,944
11,755 14,413 3,840 3,145 33,153 33,347
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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