AoeStats
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African Clearing

510765283Analyzed
2v2 RM · 19h ago on Oct 2, 2026· 44m 25s· 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
🇧🇪 Maya · Belgium
1396
+17
🇧🇪 Turks · Belgium
1395
+17
🇺🇸 Koreans · United States
1451
-18
🇨🇦 Saxons · Canada
1397
-16
Player eAPM Actions Feudal Castle Imperial Opening
54 2,406 11:37 18:23 37:55 ⚔ Archers into Skirms
32 1,439 12:02 23:05 — ⚔ Archer Rush
31 1,379 13:24 17:28 38:51 ⛏ Fast Castle
30 1,336 12:44 25:53 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,625 12,445 5,740 1,050 33,860 42,482
19,640 8,020 1,420 550 29,630 32,224
10,575 9,563 3,920 1,525 25,583 28,460
11,055 8,634 2,785 495 22,969 25,477
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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