AoeStats
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African Clearing

510771463Analyzed
2v2 RM · 18h ago on Oct 2, 2026· 73m 39s· 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
1413
+15
🇧🇪 Turks · Belgium
1412
+15
🇵🇱 Mongols · Poland
1413
-15
🇨🇦 Saxons · Canada
1381
-15
Player eAPM Actions Feudal Castle Imperial Opening
58 4,281 12:57 20:17 41:53 ⚔ Archer Rush
57 4,166 10:59 22:24 40:28 ⚔ Scout Rush
41 2,993 11:58 22:32 44:43 ⚔ Archer Rush
30 2,198 12:53 25:47 47:31 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
36,475 43,707 13,655 5,250 99,087 106,122
72,215 17,115 3,460 965 93,755 111,406
31,390 27,321 21,670 2,650 83,031 86,771
19,480 28,800 23,770 6,550 78,600 115,121
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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