AoeStats
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African Clearing

510539675Analyzed
2v2 RM · 21h ago on Oct 1, 2026· 51m 59s· 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
🇩🇰 Shu · Denmark
688
+16
🇺🇸 Malay · United States
646
+18
🇨🇱 Vikings · Chile
762
-52
🇨🇱 Britons · Chile
615
-14
Player eAPM Actions Feudal Castle Imperial Opening
20 1,036 12:55 33:46 49:09 ⚔ Scouts into Towers into Skirms
18 917 13:44 23:46 41:07 ⛏ Fast Castle
17 894 17:07 24:53 34:50 ⛏ Fast Castle
11 596 14:27 32:15 —

Resources

Player Food Wood Gold Stone Spent Collected
22,805 13,469 13,525 1,095 50,894 73,918
13,145 19,835 4,935 4,350 42,265 50,641
12,285 12,450 4,075 575 29,385 32,800
8,045 7,270 2,490 1,325 19,130 24,180
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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