AoeStats
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African Clearing

510433425Analyzed
2v2 RM · 8h ago on Oct 1, 2026· 53m 51s· 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
🇭🇰 Teutons · Hong Kong SAR China
1489
+12
1445
+14
🇨🇴 Huns · Colombia
1403
-13
🇺🇸 Varangians · United States
1401
-13
Player eAPM Actions Feudal Castle Imperial Opening
77 4,127 14:01 17:40 50:18 ⛏ Fast Castle
59 3,179 12:58 21:42 41:11 ⚔ Scout Rush
37 1,988 14:04 18:35 41:44 ⛏ Fast Castle
34 1,852 11:31 22:24 45:15 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
40,890 24,427 11,185 5,800 82,302 84,882
17,910 21,347 17,010 2,455 58,722 59,344
25,375 10,193 10,855 3,750 50,173 50,589
14,540 15,862 14,725 1,700 46,827 54,638
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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