AoeStats
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African Clearing

510551479Analyzed
2v2 RM · 9h ago on Oct 1, 2026· 41m 30s· 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
🇸🇰 Jurchens · Slovakia
998
+14
🇨🇿 Romans · Czechia
997
+14
🇩🇪 Khitans · Germany
976
-15
🇩🇪 Vietnamese · Germany
927
-13
Player eAPM Actions Feudal Castle Imperial Opening
29 1,216 13:33 18:15 — ⛏ Fast Castle
18 730 12:43 26:04 — ⚔ Archer Rush
18 748 14:34 27:38 — ⚔ Skirmisher Rush
15 640 14:46 24:07 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,120 7,525 3,600 1,255 25,500 27,130
9,180 5,719 2,215 300 17,414 20,941
6,135 5,410 2,715 300 14,560 16,429
5,850 4,955 1,255 1,010 13,070 14,346
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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