AoeStats
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African Clearing

510835987Analyzed
2v2 RM · 15h ago on Oct 2, 2026· 51m 17s· 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
🇩🇪 Varangians · Germany
1048
+14
🇩🇪 Tatars · Germany
1046
+14
🇨🇦 Malay · Canada
1014
-14
🇨🇱 Celts · Chile
1010
-14
Player eAPM Actions Feudal Castle Imperial Opening
31 1,599 15:35 23:38 41:51 ⚔ Archer Rush
29 1,511 13:39 18:54 40:34 ⛏ Fast Castle
25 1,303 16:58 23:52 50:42 ⚔ Skirmisher Rush
19 984 11:53 25:14 45:50 ⚔ Scouts into Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
20,985 17,810 3,530 3,850 46,175 47,938
20,995 11,422 10,480 2,150 45,047 48,166
17,075 8,490 5,765 4,500 35,830 38,645
12,140 13,029 5,290 850 31,309 37,756
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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