AoeStats
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African Clearing

511384613Analyzed
2v2 RM · 12d ago on Oct 4, 2026· 92m 35s· 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
🇧🇪 Berbers · Belgium
919
+15
🇧🇪 Sicilians · Belgium
764
+21
vs
🇨🇴 Teutons · Colombia
885
-18
🇨🇴 Khmer · Colombia
885
-18
Player eAPM Actions Feudal Castle Imperial Opening
28 2,628 13:48 19:35 38:55 ⛏ Fast Castle
28 2,592 15:32 19:07 45:32 ⛏ Fast Castle
21 1,961 11:39 21:02 42:43 ⛏ Fast Castle
11 1,002 13:59 21:47 50:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
53,940 34,685 28,485 4,400 121,510 139,551
32,600 27,885 26,975 6,555 94,015 123,095
43,665 13,755 20,710 4,425 82,555 106,167
26,225 22,000 17,415 2,450 68,090 67,432
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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