AoeStats
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African Clearing

510648218Analyzed
2v2 RM · 2d ago on Oct 2, 2026· 43m 25s· 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
🇧🇷 Khitans · Brazil
1313
+16
🇦🇺 Varangians · Australia
1288
+17
🇫🇷 Mongols · France
1354
-18
🇨🇦 Saxons · Canada
1279
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 2,175 12:31 17:12 — ⛏ Fast Castle
38 1,645 12:41 21:03 — ⚔ Scout Rush
33 1,435 11:39 33:35 — ⚔ Scouts into Towers
32 1,389 13:02 38:58 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,150 13,607 5,395 510 27,662 33,172
11,190 4,511 5,295 2,705 23,701 23,863
8,110 5,489 695 1,540 15,834 15,806
6,845 3,414 820 1,355 12,434 12,677
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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