AoeStats
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African Clearing

511076642Analyzed
2v2 RM · 14d ago on Oct 3, 2026· 63m 31s· 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
🇨🇳 Franks · China
1656
+18
🇺🇸 Saracens · United States
1643
+19
vs
🇳🇴 Britons · Norway
1778
-22
🇹🇷 Khitans · Türkiye
1624
-15
Player eAPM Actions Feudal Castle Imperial Opening
53 3,338 11:42 25:41 41:19 ⚔ Scout Rush
44 2,816 13:02 17:11 40:33 ⚔ FC into Archers
41 2,623 12:24 16:14 35:21 ⛏ Fast Castle
28 1,802 12:23 17:49 51:14 ⚔ Scouts FC

Resources

Player Food Wood Gold Stone Spent Collected
35,465 38,350 27,060 4,885 105,760 111,192
49,200 21,600 7,810 400 79,010 81,004
28,235 31,212 12,555 4,405 76,407 82,270
28,470 19,230 11,875 3,700 63,275 81,756
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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