AoeStats
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African Clearing

510803909Analyzed
2v2 RM · 5h ago on Oct 2, 2026· 52m 35s· 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
🇭🇰 Varangians · Hong Kong SAR China
1593
+11
🇨🇳 Magyars · China
1426
+19
🇺🇸 Persians · United States
1490
-15
🇺🇸 Varangians · United States
1476
-15
Player eAPM Actions Feudal Castle Imperial Opening
66 3,462 13:42 21:21 — ⚔ Towers FC
52 2,718 10:59 26:30 49:38 ⚔ Scout Rush
30 1,592 12:30 16:12 50:47 ⛏ Fast Castle
25 1,309 12:05 23:39 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,100 11,760 14,750 700 50,310 49,910
13,100 15,350 11,975 600 41,025 45,330
10,925 3,713 3,715 2,510 20,863 20,523
7,990 7,823 1,330 1,350 18,493 18,429
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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