AoeStats
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African Clearing

510289489Analyzed
2v2 RM · 3d ago on Sep 30, 2026· 53m 35s· 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
🇪🇸 Goths · Spain
966
+13
🇳🇱 Georgians · Netherlands
886
+16
🇨🇳 Slavs · China
923
-22
🇺🇸 Aztecs · United States
863
-13
Player eAPM Actions Feudal Castle Imperial Opening
22 1,174 16:11 20:31 37:09 ⛏ Fast Castle
19 1,044 14:06 25:20 38:22 ⚔ Scout Rush
18 951 14:29 23:41 42:17 ⚔ Archers into Scouts into Skirms
17 918 18:15 27:14 33:24 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
31,070 13,140 12,030 1,800 58,040 69,600
18,355 13,819 9,760 2,250 44,184 57,308
14,865 9,630 6,135 2,550 33,180 38,656
14,975 6,925 7,220 2,150 31,270 45,887
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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