AoeStats
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African Clearing

503833022Analyzed
2v2 RM · 8d ago on Sep 2, 2026· 44m 33s· 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
🇺🇸 Japanese · United States
993
+17
🇷🇺 Magyars · Russia
992
+17
🇨🇳 Franks · China
1033
-18
🇩🇪 Huns · Germany
985
-16
Player eAPM Actions Feudal Castle Imperial Opening
36 1,584 14:56 27:36 ⚔ Scout Rush
23 1,023 14:47 19:56 ⛏ Fast Castle
18 788 13:14 19:48 41:19 ⛏ Fast Castle
15 683 12:07 26:23 ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
11,680 6,018 5,800 1,150 24,648 26,238
11,660 9,535 1,640 850 23,685 35,171
10,165 7,110 3,235 730 21,240 21,635
8,455 3,750 2,355 1,400 15,960 16,568
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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