AoeStats
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African Clearing

511357462Analyzed
2v2 RM · 15d ago on Oct 4, 2026· 92m 4s· 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
🇩🇪 Koreans · Germany
986
+12
952
+13
vs
🇨🇿 Spanish · Czechia
905
-13
🇦🇷 Burgundians · Argentina
884
-12
Player eAPM Actions Feudal Castle Imperial Opening
55 5,057 17:01 26:25 53:21 ⚔ Towers FC
51 4,686 16:37 22:43 44:28 ⚔ Towers FC
31 2,868 14:56 25:31 43:26 ⚔ Scout Rush
28 2,537 14:14 18:20 34:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,895 38,898 23,550 2,840 87,183 96,330
42,785 19,577 12,445 2,185 76,992 90,312
35,200 20,280 13,015 3,400 71,895 90,336
26,630 22,636 16,865 4,850 70,981 73,054
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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