AoeStats
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African Clearing

505243181Analyzed
2v2 RM · 25d ago on Sep 8, 2026· 73m 24s· 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
🇨🇳 Mongols · China
1007
+14
🇪🇸 Ethiopians · Spain
995
+15
🇮🇹 Huns · Italy
1015
-45
🇮🇹 Hindustanis · Italy
926
-13
Player eAPM Actions Feudal Castle Imperial Opening
26 1,884 12:23 18:23 45:33 ⛏ Fish Boom FC
19 1,373 15:25 20:58 47:49 ⚔ FC into Skirms
17 1,212 14:46 25:44 47:33 ⚔ M@A into Archers
14 1,008 13:55 23:58 41:42 ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
29,745 28,272 18,830 5,650 82,497 85,408
13,355 24,382 16,695 5,725 60,157 85,780
15,165 11,620 5,320 1,450 33,555 33,740
11,920 13,332 5,250 1,135 31,637 33,263
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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