AoeStats
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African Clearing

503853650Analyzed
2v2 RM · 7d ago on Sep 2, 2026· 40m 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
🇧🇷 Italians · Brazil
775
+14
🇧🇷 Bohemians · Brazil
730
+16
🇩🇪 Britons · Germany
729
-36
🇩🇪 Huns · Germany
729
-36
Player eAPM Actions Feudal Castle Imperial Opening
21 876 16:04 23:21 ⛏ Fast Castle
20 799 14:41 31:27 ⚔ Scout Rush
16 643 15:05 30:12 ⚔ Archer Rush
12 502 12:51 23:45 39:53 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,645 5,805 3,695 2,800 21,945 23,415
8,365 6,810 4,230 985 20,390 21,488
9,910 4,425 3,145 750 18,230 18,972
6,645 4,806 3,295 945 15,691 16,028
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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