AoeStats
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African Clearing

504057095Analyzed
2v2 RM · 6d ago on Sep 3, 2026· 62m 43s· 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
🇸🇰 Cumans · Slovakia
1191
+16
🇸🇰 Vietnamese · Slovakia
1191
+16
🇨🇴 Spanish · Colombia
1200
-16
🇬🇧 Huns · United Kingdom
1181
-16
Player eAPM Actions Feudal Castle Imperial Opening
45 2,818 13:04 17:45 58:13 ⛏ Fast Castle
33 2,074 13:23 20:01 46:22 ⛏ Fast Castle
32 2,006 12:52 24:06 52:14 ⚔ Scout Rush
31 1,930 13:43 17:43 56:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,825 22,848 11,835 1,700 70,208 72,583
31,350 15,570 13,765 3,225 63,910 64,960
26,415 14,425 12,505 2,880 56,225 59,747
16,910 17,154 7,690 2,350 44,104 46,509
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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