AoeStats
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African Clearing

510331053Analyzed
2v2 RM · 11h ago on Sep 30, 2026· 44m 56s· 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 · Türkiye
1120
+19
🇰🇬 Magyars · Kyrgyzstan
1082
+21
🇷🇺 Poles · Russia
1208
-20
🇦🇷 Cumans · Argentina
1178
-20
Player eAPM Actions Feudal Castle Imperial Opening
54 2,438 15:14 19:28 34:14 ⛏ Fast Castle
38 1,700 12:51 25:24 41:19 ⚔ Scout Rush
31 1,371 12:51 28:37 — ⛏ Fast Castle
26 1,174 14:41 26:04 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,950 16,340 10,130 2,250 44,670 45,382
16,350 11,295 8,525 1,600 37,770 38,658
14,530 12,992 4,385 1,800 33,707 35,412
5,260 4,767 725 1,160 11,912 11,138
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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