AoeStats
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African Clearing

510563762Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 27m 55s· 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
🇫🇷 Berbers · France
1682
+9
🇲🇽 Varangians · Mexico
1590
+13
🇹🇷 Persians · Türkiye
1540
-12
🇳🇱 Magyars · Netherlands
1498
-10
Player eAPM Actions Feudal Castle Imperial Opening
54 1,510 12:10 16:26 — ⛏ Fast Castle
48 1,344 12:52 17:14 — ⛏ Fast Castle
42 1,175 11:37 22:54 — ⚔ Scout Rush
37 1,043 11:42 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,715 4,890 1,150 285 14,040 15,087
7,280 4,721 1,705 300 14,006 13,519
4,250 4,478 1,960 1,405 12,093 12,515
5,025 4,738 100 700 10,563 10,789
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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