AoeStats
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African Clearing

510588416Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 40m 2s· 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
🇨🇴 Varangians · Colombia
1211
+13
🇨🇴 Magyars · Colombia
1160
+14
🇵🇹 Magyars · Portugal
1147
-14
🇵🇹 Varangians · Portugal
1117
-13
Player eAPM Actions Feudal Castle Imperial Opening
44 1,744 14:26 19:41 — ⛏ Fast Castle
35 1,409 14:25 26:23 — ⚔ Scout Rush
30 1,188 12:32 25:56 — ⚔ Scout Rush
29 1,160 12:25 25:28 — ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
11,165 9,976 5,825 1,800 28,766 28,624
12,965 8,503 5,195 950 27,613 28,614
6,765 6,860 3,640 775 18,040 21,069
7,280 5,752 1,695 200 14,927 14,834
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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