AoeStats
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African Clearing

510711682Analyzed
2v2 RM · 17h ago on Oct 2, 2026· 54m 1s· 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
🇨🇳 Burgundians · China
859
+14
🇳🇿 Saracens · New Zealand
853
+15
🇺🇸 Varangians · United States
895
-17
🇸🇮 Slavs · Slovenia
753
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 2,126 14:46 25:06 — ⚔ M@A into Scouts
33 1,784 14:30 19:59 53:44 ⚔ FC into Scouts
17 937 14:41 33:21 — ⚔ M@A Rush
12 645 17:03 22:39 —

Resources

Player Food Wood Gold Stone Spent Collected
19,085 9,284 10,145 3,000 41,514 55,567
10,975 7,665 1,875 1,920 22,435 23,377
10,380 7,415 2,165 1,700 21,660 21,935
7,280 4,384 2,780 510 14,954 16,219
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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