AoeStats
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African Clearing

505915985Analyzed
2v2 RM · 20d ago on Sep 11, 2026· 43m 12s· 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
🇨🇳 Huns · China
983
+17
🇲🇽 Sicilians · Mexico
982
+17
🇨🇱 Saracens · Chile
1016
-18
🇨🇱 Britons · Chile
984
-16
Player eAPM Actions Feudal Castle Imperial Opening
33 1,424 13:25 31:15 — ⚔ Tower Rush
30 1,290 15:41 24:13 — ⚔ Archer Rush
21 904 17:34 21:44 — ⛏ Fast Castle
21 919 12:52 29:41 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,740 5,975 10,645 300 35,660 40,670
13,970 5,120 6,780 1,020 26,890 26,942
9,210 9,572 3,685 1,730 24,197 29,335
8,255 6,332 1,250 1,925 17,762 20,059
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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