AoeStats
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African Clearing

510369966Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 32m 53s· 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
🇱🇰 Japanese · Sri Lanka
848
+20
🇺🇸 Saxons · United States
724
+24
🇩🇪 Britons · Germany
955
-77
🇩🇪 Vietnamese · Germany
889
-61
Player eAPM Actions Feudal Castle Imperial Opening
20 661 24:49 — — ⚔ Drush into Archers
19 634 23:36 — —
18 581 16:11 28:56 — ⚔ M@A Rush
14 476 13:36 24:41 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,035 9,541 1,100 130 15,806 17,233
7,560 4,038 1,875 850 14,323 14,314
6,270 4,139 885 950 12,244 12,897
2,145 3,541 20 0 5,706 5,634
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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