AoeStats
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African Clearing

510284051Analyzed
2v2 RM · 9h ago on Sep 30, 2026· 41m 29s· 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
🇨🇳 Byzantines · China
1340
+14
🇭🇰 Mongols · Hong Kong SAR China
1336
+14
🇨🇦 Huns · Canada
1305
-14
🇸🇰 Koreans · Slovakia
1304
-14
Player eAPM Actions Feudal Castle Imperial Opening
49 2,050 14:22 18:50 36:58 ⛏ Fish Boom FC
43 1,784 12:53 21:44 39:29 ⚔ Scout Rush
21 853 13:13 18:03 — ⚔ Towers FC
18 764 12:00 25:34 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
10,400 14,411 7,190 2,900 34,901 34,445
6,320 8,080 4,085 1,600 20,085 20,419
8,620 5,529 2,925 1,065 18,139 18,431
7,350 5,522 435 2,630 15,937 15,707
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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