AoeStats
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African Clearing

517775813Analyzed
2v2 RM · 10d ago on Oct 31, 2026· 58m 33s· 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
🇪🇸 Lithuanians · Spain
1108
+12
🇧🇪 Maya · Belgium
1071
+14
vs
🇸🇪 Cumans · Sweden
1042
-14
🇸🇪 Persians · Sweden
1005
-12
Player eAPM Actions Feudal Castle Imperial Opening
48 2,837 15:40 24:39 41:51 ⚔ Fish Boom into Scouts
32 1,847 13:21 19:39 38:26 ⛏ Fast Castle
22 1,291 13:36 27:22 38:40 ⛏ Fast Castle
12 704 15:25 24:28 40:09 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
20,290 14,050 16,110 2,125 52,575 62,947
18,345 11,770 10,425 4,500 45,040 54,181
18,915 9,665 11,570 3,610 43,760 45,592
12,645 12,595 7,255 2,650 35,145 39,834
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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