AoeStats
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African Clearing

510331554Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 52m 12s· 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 · Germany
998
+17
🇩🇪 Varangians · Germany
991
+17
🇳🇴 Celts · Norway
1120
-21
🇳🇴 Khmer · Norway
925
-13
Player eAPM Actions Feudal Castle Imperial Opening
23 1,186 12:58 17:37 40:12 ⚔ FC into Archers
19 969 14:22 24:28 38:47 ⚔ Scout Rush
15 807 13:07 16:49 33:14 ⛏ Fast Castle
11 584 17:25 24:31 29:32 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
15,745 25,054 17,400 6,380 64,579 72,718
15,415 15,400 7,110 2,645 40,570 44,124
13,685 7,490 5,865 2,250 29,290 33,448
10,805 8,055 4,365 1,580 24,805 25,682
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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