AoeStats
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African Clearing

504319942Analyzed
2v2 RM · 26d ago on Sep 4, 2026· 48m 7s· 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
🇩🇪 Lithuanians · Germany
1709
+12
🇨🇭 Wei · Switzerland
1664
+14
🇮🇱 Bulgarians · Israel
1633
-13
🇧🇷 Maya · Brazil
1611
-13
Player eAPM Actions Feudal Castle Imperial Opening
61 2,921 12:29 16:39 36:52 ⛏ Fast Castle
49 2,348 11:56 23:38 39:06 ⚔ Fish Boom into Scouts
45 2,170 12:01 24:34 43:47 ⚔ Scout Rush
40 1,924 12:43 16:52 39:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,655 16,759 12,410 3,110 57,934 58,535
17,450 19,504 12,035 1,175 50,164 50,625
17,555 14,031 9,285 4,290 45,161 45,345
13,590 13,589 7,810 3,135 38,124 39,625
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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