AoeStats
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African Clearing

504034462Analyzed
2v2 RM · 6d ago on Sep 3, 2026· 53m 53s· 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
🇫🇷 Burgundians · France
579
+16
🇬🇷 Turks · Greece
558
+17
🇹🇷 Italians · Türkiye
651
-19
🇨🇿 Vikings · Czechia
526
-14
Player eAPM Actions Feudal Castle Imperial Opening
20 1,087 15:08 37:58 ⚔ Scout Rush
17 906 18:11 31:54 46:10 ⚔ Scout Rush
16 857 22:44 30:21 42:46 ⛏ Fast Castle
16 847 14:46 24:29 48:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,705 11,545 8,970 1,250 39,470 52,294
13,165 14,215 8,205 1,600 37,185 43,723
9,410 5,570 2,915 1,665 19,560 21,489
6,650 5,760 3,015 1,900 17,325 20,139
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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