AoeStats
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African Clearing

510504577Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 40m 54s· 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
🇨🇳 Turks · China
939
+16
🇨🇳 Huns · China
914
+17
🇩🇪 Romans · Germany
957
-17
🇷🇴 Vietnamese · Romania
922
-16
Player eAPM Actions Feudal Castle Imperial Opening
37 1,526 14:11 23:50 — ⛏ Fast Castle
22 914 16:59 21:15 38:00 ⛏ Fast Castle
18 747 20:54 25:25 31:12 ◆ FC into Fast Imp
16 667 15:31 30:26 — ⚔ M@A into Archers

Resources

Player Food Wood Gold Stone Spent Collected
11,815 12,330 3,140 2,145 29,430 33,174
11,810 8,660 5,825 600 26,895 28,522
6,795 6,030 4,130 1,135 18,090 19,143
6,305 6,268 1,470 425 14,468 14,004
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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