AoeStats
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African Clearing

510557658Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 43m 11s· 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
🇦🇺 Celts · Australia
953
+16
🇹🇷 Chinese · Türkiye
927
+41
🇩🇪 Khitans · Germany
974
-17
🇩🇪 Vietnamese · Germany
929
-16
Player eAPM Actions Feudal Castle Imperial Opening
17 736 12:38 25:11 — ⚔ Archers into Skirms
15 639 13:24 25:52 — ⚔ Archer Rush
12 497 14:06 23:30 37:11 ⛏ Fast Castle
12 512 13:03 20:38 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,675 4,470 4,345 200 21,690 23,346
7,925 7,910 2,675 2,075 20,585 23,789
8,600 6,805 1,230 1,050 17,685 20,206
5,990 6,590 2,335 1,700 16,615 18,485
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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