AoeStats
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African Clearing

503966890Analyzed
2v2 RM · 7d ago on Sep 3, 2026· 53m 34s· 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
🇪🇸 Ethiopians · Spain
1197
+13
🇨🇭 Spanish · Switzerland
1133
+15
🇹🇼 Spanish · Taiwan
1133
-15
🇲🇽 Magyars · Mexico
1108
-13
Player eAPM Actions Feudal Castle Imperial Opening
36 1,916 14:34 32:03 ⚔ Scouts into Towers
34 1,834 14:18 18:44 43:29 ⛏ Fast Castle
33 1,794 11:48 24:44 ⚔ Archer Rush
27 1,420 14:09 20:02 42:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,185 14,435 9,795 3,085 46,500 51,363
14,625 13,218 6,225 1,150 35,218 36,546
9,555 9,426 6,385 3,730 29,096 30,583
10,555 8,376 1,820 1,525 22,276 25,262
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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