AoeStats
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African Clearing

510556551Analyzed
2v2 RM · 14h ago on Oct 1, 2026· 40m 22s· 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
🇪🇸 Franks · Spain
1023
+16
🇹🇷 Huns · Türkiye
989
+16
🇸🇰 Jurchens · Slovakia
1012
-16
🇨🇿 Romans · Czechia
1011
-16
Player eAPM Actions Feudal Castle Imperial Opening
25 1,013 12:52 20:41 — ⛏ Fast Castle
23 943 12:56 18:11 — ⛏ Fast Castle
23 914 12:11 20:37 34:44 ⚔ FC into Scouts
15 609 14:52 22:46 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,235 9,925 6,280 1,900 32,340 33,160
7,075 10,235 5,435 1,600 24,345 28,367
8,165 8,175 4,460 980 21,780 24,518
9,625 6,855 2,545 1,325 20,350 23,780
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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