AoeStats
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African Clearing

510733664Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 27m 14s· 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
🇨🇳 Spanish · China
1375
+16
🇬🇧 Mongols · United Kingdom
1269
+20
🇩🇪 Saxons · Germany
1436
-20
🇩🇪 Lithuanians · Germany
1313
-16
Player eAPM Actions Feudal Castle Imperial Opening
43 1,184 13:18 16:48 — ⛏ Fast Castle
36 978 12:09 20:57 — ⚔ Scout Rush
26 697 12:35 16:55 — ⛏ Fast Castle
18 494 14:31 18:25 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,675 3,889 450 950 12,964 13,437
6,710 3,875 250 300 11,135 11,690
5,325 2,996 1,100 850 10,271 11,057
3,440 2,385 450 200 6,475 5,886
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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