AoeStats
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African Clearing

510350147Analyzed
2v2 RM · 1d ago on Sep 30, 2026· 65m 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
🇩🇪 Burgundians · Germany
1062
+13
🇩🇪 Malians · Germany
1007
+16
🇷🇴 Bulgarians · Romania
1013
-20
🇷🇴 Mongols · Romania
984
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 3,321 13:22 17:45 35:44 ⛏ Fast Castle
37 2,414 14:13 19:10 42:50 ⛏ Fast Castle
29 1,928 13:08 23:11 40:09 ⚔ Scout Rush
22 1,473 13:09 23:50 45:49 ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
34,440 18,411 18,815 5,025 76,691 103,474
27,315 17,630 10,550 3,600 59,095 74,815
15,490 16,835 8,465 2,250 43,040 46,074
15,015 8,615 7,200 3,250 34,080 37,152
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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