AoeStats
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African Clearing

503986434Analyzed
2v2 RM · 7d ago on Sep 3, 2026· 76m 8s· 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
🇧🇩 Jurchens · Bangladesh
1245
+12
🇸🇪 Huns · Sweden
1049
+22
🇹🇷 Saracens · Türkiye
1183
-18
🇨🇴 Gurjaras · Colombia
1146
-16
Player eAPM Actions Feudal Castle Imperial Opening
35 2,677 15:32 20:22 50:47
28 2,163 11:54 24:35 39:34 ⚔ Scout Rush
25 1,908 15:05 26:59 49:36 ⚔ Archer Rush
23 1,770 15:44 21:11 41:15 ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
38,705 35,455 35,175 3,855 113,190 117,413
57,525 19,504 28,920 4,200 110,149 112,066
48,765 27,875 24,185 6,080 106,905 131,379
51,265 17,475 16,475 3,375 88,590 94,716
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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