AoeStats
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African Clearing

510932256Analyzed
2v2 RM · 8h ago on Oct 3, 2026· 46m 31s· 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
🇨🇳 Magyars · China
1393
+18
🇧🇷 Sicilians · Brazil
1337
+19
🇦🇷 Varangians · Argentina
1434
-19
🇦🇺 Britons · Australia
1415
-18
Player eAPM Actions Feudal Castle Imperial Opening
48 2,215 14:39 19:41 42:49 ⚔ Scout Rush
33 1,515 11:39 30:52 — ⚔ Towers FC
32 1,472 12:39 22:34 44:27 ⚔ Scout Rush
32 1,478 14:21 22:45 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,630 14,103 11,220 1,955 43,908 45,424
16,120 10,483 7,655 2,405 36,663 37,858
14,380 9,325 5,375 4,335 33,415 35,936
8,895 7,194 2,050 2,120 20,259 21,700
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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