AoeStats
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African Clearing

510501063Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 50m 0s· 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
🇱🇻 Slavs · Latvia
1110
+9
🇫🇷 Byzantines · France
1005
+12
🇨🇳 Chinese · China
950
-11
🇨🇳 Huns · China
924
-10
Player eAPM Actions Feudal Castle Imperial Opening
37 1,844 12:19 21:02 34:42 ⚔ FC into Skirms
29 1,427 11:05 18:33 33:38 ⛏ Fast Castle
28 1,376 13:06 18:20 43:37 ⚔ FC into Scouts
21 1,037 16:10 21:22 34:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,860 16,529 8,610 2,200 44,199 56,398
16,355 11,095 6,400 2,875 36,725 38,257
17,660 7,222 7,765 2,250 34,897 40,124
11,305 13,260 3,980 2,550 31,095 31,424
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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