AoeStats
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African Clearing

510392495Analyzed
2v2 RM · 11h ago on Sep 30, 2026· 45m 41s· 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
🇧🇷 Mongols · Brazil
1584
+9
🇺🇸 Varangians · United States
1560
+10
🇺🇸 Danes · United States
1431
-10
🇹🇼 Saxons · Taiwan
1398
-9
Player eAPM Actions Feudal Castle Imperial Opening
66 3,018 12:03 16:34 34:48 ⛏ Fast Castle
37 1,673 13:10 17:05 36:30 ⛏ Fast Castle
36 1,646 11:15 19:22 38:02 ⚔ Scout Rush
36 1,624 13:48 17:49 37:48 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,625 22,901 15,650 3,550 62,726 68,381
23,020 17,135 8,270 3,290 51,715 52,804
14,870 15,309 6,525 1,355 38,059 43,923
15,825 15,681 4,330 1,900 37,736 40,980
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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