AoeStats
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African Clearing

510500422Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 25m 6s· 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
🇨🇴 Sicilians · Colombia
1019
+15
🇨🇴 Vietnamese · Colombia
1016
+16
🇩🇪 Bulgarians · Germany
1125
-20
🇩🇪 Huns · Germany
888
-11
Player eAPM Actions Feudal Castle Imperial Opening
28 714 16:12 19:45 — ⛏ Fast Castle
26 644 13:42 — — ⚔ Archers into Skirms into Towers
18 455 15:31 20:34 — ⚔ FC into Scouts
12 297 16:09 21:09 — ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
4,325 3,155 955 200 8,635 8,901
4,745 2,117 995 300 8,157 8,922
3,475 2,422 300 300 6,497 6,230
3,230 1,987 530 700 6,447 7,615
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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