AoeStats
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African Clearing

510979325Analyzed
2v2 RM · 10h ago on Oct 3, 2026· 35m 3s· 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
🇷🇺 Persians · Russia
1148
+16
🇬🇧 Tatars · United Kingdom
1115
+18
🇦🇺 Koreans · Australia
1195
-19
🇨🇭 Persians · Switzerland
1110
-15
Player eAPM Actions Feudal Castle Imperial Opening
31 1,084 13:08 21:08 — ⚔ Scout Rush
28 986 12:07 18:18 — ⛏ Fast Castle
20 708 12:55 21:17 — ⚔ M@A into Archers
17 592 14:01 21:35 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,115 5,012 4,345 1,600 22,072 21,782
8,305 8,423 1,880 1,435 20,043 21,698
6,020 3,449 1,560 950 11,979 12,413
4,455 2,833 300 525 8,113 7,994
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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