AoeStats
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African Clearing

510652470Analyzed
2v2 RM · 2d ago on Oct 2, 2026· 41m 7s· 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
🇧🇷 Saracens · Brazil
1801
+18
🇨🇳 Goths · China
1753
+20
🇨🇴 Maya · Colombia
1853
-19
🇲🇽 Britons · Mexico
1845
-19
Player eAPM Actions Feudal Castle Imperial Opening
66 2,699 12:58 16:47 33:39 ⛏ Fast Castle
63 2,575 11:56 15:48 36:18 ⚔ FC into Scouts
58 2,398 12:03 15:54 40:29 ⛏ Fast Castle
36 1,477 12:52 16:38 34:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,350 12,796 9,540 1,800 47,486 50,172
22,440 14,250 8,050 1,735 46,475 50,134
18,125 15,354 6,115 3,195 42,789 46,333
12,075 16,704 10,030 1,750 40,559 42,021
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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