AoeStats
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African Clearing

506899029Analyzed
2v2 RM · 15d ago on Sep 15, 2026· 83m 38s· 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
🇹🇷 Khmer · Türkiye
1239
+13
🇹🇷 Koreans · Türkiye
1108
+18
🇷🇺 Mongols · Russia
1180
-16
🇷🇺 Romans · Russia
1147
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 3,541 11:47 24:02 44:26 ⚔ Archer Rush
42 3,541 13:12 19:07 57:56 ⛏ Fast Castle
35 2,940 13:19 17:12 55:14 ⛏ Fast Castle
29 2,396 11:57 17:20 48:33 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
63,060 29,015 19,805 3,245 115,125 134,361
40,600 28,755 17,805 4,225 91,385 97,298
23,875 37,050 21,930 7,625 90,480 99,743
29,635 16,942 19,075 2,475 68,127 73,852
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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