AoeStats
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African Clearing

506835350Analyzed
2v2 RM · 16d ago on Sep 15, 2026· 49m 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
🇧🇷 Spanish · Brazil
1374
+11
🇧🇩 Poles · Bangladesh
1344
+13
🇸🇰 Vietnamese · Slovakia
1271
-12
🇸🇰 Cumans · Slovakia
1269
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 1,925 11:37 23:38 46:15 ⚔ Archers into Skirms
38 1,902 14:23 18:08 42:48 ⛏ Fast Castle
34 1,689 12:33 26:38 — ⚔ Archers into Skirms
28 1,365 12:53 24:43 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,475 11,168 14,000 1,075 47,718 51,507
16,160 17,455 5,175 1,605 40,395 43,590
17,530 8,945 9,965 3,450 39,890 47,732
15,340 10,209 7,220 400 33,169 36,132
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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