AoeStats
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African Clearing

511010660Analyzed
2v2 RM · 9d ago on Oct 3, 2026· 23m 27s· 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
🇨🇿 Hindustanis · Czechia
1809
+12
🇨🇿 Huns · Czechia
1809
+12
vs
🇳🇴 Goths · Norway
1810
-15
🇩🇪 Japanese · Germany
1628
-9
Player eAPM Actions Feudal Castle Imperial Opening
45 1,054 11:01 21:50 — ⚔ Scout Rush
45 1,059 11:10 — — ⚔ M@A into Towers
41 951 11:06 — — ⚔ Scout Rush
35 828 10:57 — — ⚔ Archers into Towers

Resources

Player Food Wood Gold Stone Spent Collected
5,665 3,401 50 100 9,216 9,851
5,710 2,030 400 200 8,340 8,113
3,510 2,413 730 475 7,128 7,446
3,705 2,266 195 610 6,776 7,031
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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