AoeStats
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African Clearing

510423063Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 63m 40s· 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
🇺🇸 Danes · United States
1026
+17
🇬🇧 Franks · United Kingdom
982
+19
🇧🇪 Armenians · Belgium
1132
-22
🇨🇱 Chinese · Chile
947
-14
Player eAPM Actions Feudal Castle Imperial Opening
43 2,768 12:39 18:25 35:46 ⛏ Fast Castle
31 1,989 13:59 31:29 50:40 ⚔ Scouts into Archers
28 1,789 15:11 29:30 51:54 ⚔ M@A into Skirms into Towers into Archers
27 1,711 13:28 25:42 41:31 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,370 21,495 13,150 4,375 65,390 71,267
28,180 14,674 15,370 3,950 62,174 66,205
20,180 13,630 10,120 3,550 47,480 53,196
20,350 9,450 6,150 1,350 37,300 42,075
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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