AoeStats
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African Clearing

506940505Analyzed
2v2 RM · 18d ago on Sep 15, 2026· 40m 41s· 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
🇨🇴 Huns · Colombia
1176
+12
🇨🇴 Italians · Colombia
1066
+17
🇨🇿 Romans · Czechia
1130
-16
🇨🇿 Ethiopians · Czechia
1051
-13
Player eAPM Actions Feudal Castle Imperial Opening
43 1,738 13:21 22:35 — ⚔ Scout Rush
32 1,286 12:11 22:25 — ⚔ Scout Rush
28 1,135 13:00 23:03 36:48 ⚔ Archer Rush
27 1,102 14:50 19:21 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,195 8,046 5,865 965 30,071 31,210
7,120 7,395 4,060 340 18,915 19,571
7,660 6,500 2,970 1,600 18,730 22,591
6,705 6,975 2,650 985 17,315 20,363
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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