AoeStats
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African Clearing

510340487Analyzed
2v2 RM · 5h ago on Sep 30, 2026· 31m 49s· 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
🇵🇰 Mongols · Pakistan
962
+14
🇨🇳 Magyars · China
955
+14
🇺🇸 Franks · United States
923
-15
🇺🇸 Japanese · United States
897
-13
Player eAPM Actions Feudal Castle Imperial Opening
29 928 14:43 27:43 — ⚔ Scouts into Archers
28 895 15:42 29:17 — ⚔ Scouts into Towers into Archers
21 666 17:24 — — ⚔ M@A into Scouts
20 646 14:44 26:43 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,910 4,205 1,430 1,910 15,455 17,080
5,755 4,435 1,535 225 11,950 11,424
5,385 3,233 605 575 9,798 10,555
3,795 2,685 260 265 7,005 8,609
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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