AoeStats
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African Clearing

510825687Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 40m 26s· 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 · Romania
1126
+15
🇷🇴 Koreans · Romania
1118
+15
🇲🇽 Huns · Mexico
1117
-16
🇹🇷 Burgundians · Türkiye
1082
-14
Player eAPM Actions Feudal Castle Imperial Opening
32 1,310 12:47 19:32 — ⛏ Fast Castle
28 1,120 12:59 16:49 — ⛏ Fast Castle
27 1,092 13:45 21:32 — ⚔ Archer Rush
18 727 13:02 26:18 — ⚔ Scouts into Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
15,010 12,955 8,105 1,700 37,770 40,614
9,460 6,498 2,885 950 19,793 21,578
5,955 8,755 3,570 1,060 19,340 20,493
5,555 4,987 2,135 225 12,902 13,312
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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