AoeStats
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African Clearing

510496041Analyzed
2v2 RM · 7h ago on Oct 1, 2026· 70m 46s· 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
🇧🇾 Britons · Belarus
1030
+12
🇳🇴 Japanese · Norway
1001
+14
🇮🇹 Romans · Italy
946
-13
🇮🇹 Bohemians · Italy
946
-13
Player eAPM Actions Feudal Castle Imperial Opening
50 3,517 15:09 21:45 39:03 ⛏ Fast Castle
30 2,121 13:50 23:20 37:22 ⚔ M@A Rush
30 2,158 13:34 18:09 39:31 ⛏ Fast Castle
20 1,382 13:29 17:46 34:52 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
43,210 19,223 23,200 3,480 89,113 96,685
31,260 38,665 14,705 2,485 87,115 94,595
23,540 19,670 21,475 3,210 67,895 89,584
18,915 21,080 18,370 960 59,325 60,826
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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