AoeStats
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African Clearing

510974149Analyzed
2v2 RM · 13h ago on Oct 3, 2026· 40m 38s· 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
🇧🇪 Vikings · Belgium
1603
+14
🇧🇪 Tupi · Belgium
1585
+15
🇳🇱 Turks · Netherlands
1580
-15
🇨🇳 Chinese · China
1549
-14
Player eAPM Actions Feudal Castle Imperial Opening
63 2,561 10:46 24:13 — ⚔ M@A into Archers
41 1,668 11:23 21:35 39:10 ⚔ Scout Rush
36 1,444 12:22 17:08 34:40 ⛏ Fast Castle
30 1,235 14:25 19:01 37:45 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
13,910 10,726 7,350 1,050 33,036 33,703
8,725 7,730 5,880 1,635 23,970 24,977
9,105 7,800 3,485 1,500 21,890 21,599
8,900 7,773 4,850 300 21,823 24,017
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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