AoeStats
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African Clearing

510354522Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 47m 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
🇬🇧 Mongols · United Kingdom
934
+15
🇬🇧 Vietnamese · United Kingdom
851
+18
🇮🇶 Bulgarians · Iraq
940
-18
🇦🇷 Byzantines · Argentina
859
-32
Player eAPM Actions Feudal Castle Imperial Opening
32 1,523 11:50 27:06 40:03 ⚔ Scout Rush
19 886 13:09 26:24 — ⚔ Scout Rush
16 745 13:56 29:35 44:53
11 507 16:46 31:07 —

Resources

Player Food Wood Gold Stone Spent Collected
16,740 9,869 7,255 4,145 38,009 39,020
10,655 10,333 3,000 1,915 25,903 27,190
9,110 7,745 1,590 950 19,395 23,161
5,790 5,588 855 855 13,088 13,754
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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