AoeStats
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African Clearing

510848939Analyzed
2v2 RM · 11h ago on Oct 2, 2026· 50m 29s· 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
🇩🇪 Koreans · Germany
1396
+15
🇨🇴 Vietnamese · Colombia
1302
+19
🇨🇱 Hindustanis · Chile
1395
-18
🇨🇱 Mongols · Chile
1354
-16
Player eAPM Actions Feudal Castle Imperial Opening
55 2,776 12:46 25:21 42:04 ⚔ Scout Rush
52 2,621 12:34 23:23 40:47 ⚔ Scout Rush
48 2,416 12:09 23:52 40:35 ⚔ Scout Rush
36 1,816 13:45 20:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,450 20,944 9,210 3,885 65,489 78,625
17,340 14,073 5,910 1,915 39,238 40,581
8,000 15,712 4,070 3,375 31,157 31,833
12,960 9,420 4,375 1,410 28,165 29,970
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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