AoeStats
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African Clearing

506852310Analyzed
2v2 RM · 18d ago on Sep 15, 2026· 57m 9s· 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
🇨🇭 Romans · Switzerland
1145
+13
🇭🇰 Huns · Hong Kong SAR China
1092
+15
🇪🇪 Japanese · Estonia
1091
-14
🇪🇪 Turks · Estonia
1064
-14
Player eAPM Actions Feudal Castle Imperial Opening
31 1,748 13:44 23:32 40:40 ⚔ Scout Rush
26 1,484 14:40 19:11 45:24 ⛏ Fast Castle
25 1,449 14:42 20:02 36:08
23 1,341 12:57 17:35 43:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,880 13,385 21,430 1,485 70,180 75,965
24,925 20,285 15,870 2,850 63,930 69,557
30,285 20,179 7,575 2,450 60,489 61,636
24,885 10,755 10,540 1,715 47,895 50,753
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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