AoeStats
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African Clearing

512015943Analyzed
2v2 RM · 12d ago on Oct 7, 2026· 37m 11s· 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
🇨🇭 Britons · Switzerland
1212
+15
🇨🇭 Persians · Switzerland
1161
+18
vs
🇧🇪 Magyars · Belgium
1239
-18
🇺🇸 Mongols · United States
1156
-15
Player eAPM Actions Feudal Castle Imperial Opening
59 2,206 12:13 25:35 — ⚔ Scout Rush
34 1,246 12:01 23:53 — ⚔ Scout Rush
27 988 14:33 18:22 — ⛏ Fast Castle
26 957 12:38 26:50 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,265 8,273 5,235 1,050 22,823 22,623
10,760 7,250 2,910 305 21,225 22,577
7,775 6,955 1,655 3,025 19,410 20,209
8,785 6,135 1,650 1,170 17,740 20,002
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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