AoeStats
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African Clearing

503855157Analyzed
2v2 RM · 1mo ago on Sep 2, 2026· 64m 39s· 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
🇮🇳 Ethiopians · India
1256
+17
🇮🇳 Turks · India
1241
+18
🇨🇳 Goths · China
1287
-18
🇬🇧 Huns · United Kingdom
1276
-17
Player eAPM Actions Feudal Castle Imperial Opening
35 2,243 17:07 22:43 42:35 ⛏ Fast Castle
25 1,590 14:39 18:45 36:49 ⛏ Fast Castle
14 905 13:20 17:58 — ⛏ Fast Castle
7 456 13:44 23:23 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
67,640 27,878 28,470 2,900 126,888 131,258
31,640 26,145 25,395 8,575 91,755 97,702
6,175 4,235 720 1,050 12,180 13,992
4,725 2,278 250 100 7,353 8,690
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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