AoeStats
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African Clearing

510812035Analyzed
2v2 RM · 9h ago on Oct 2, 2026· 53m 5s· 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 · Austria
1048
+17
🇦🇹 Vietnamese · Austria
1026
+17
🇺🇸 Varangians · United States
1070
-17
🇺🇸 Varangians · United States
1061
-17
Player eAPM Actions Feudal Castle Imperial Opening
43 2,301 13:07 27:53 43:13 ⚔ Scout Rush
28 1,481 13:41 18:19 45:44 ⛏ Fast Castle
22 1,176 13:34 21:37 51:09 ⚔ Scout Rush
16 841 15:22 19:40 45:19 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
15,250 12,170 8,590 1,800 37,810 46,790
15,810 8,235 8,445 1,050 33,540 34,066
14,000 10,125 4,155 1,270 29,550 29,457
13,490 8,734 3,750 1,565 27,539 29,915
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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