AoeStats
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African Clearing

510745255Analyzed
2v2 RM · 8h ago on Oct 2, 2026· 49m 3s· 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
🇮🇹 Burgundians · Italy
824
+16
🇧🇷 Italians · Brazil
787
+18
🇨🇳 Berbers · China
829
-17
🇨🇳 Huns · China
829
-17
Player eAPM Actions Feudal Castle Imperial Opening
28 1,354 13:45 20:43 36:31 ⛏ Fast Castle
27 1,348 14:30 22:25 40:36 ⛏ Fast Castle
22 1,077 16:01 24:29 43:14 ⚔ Scout Rush
14 663 15:25 21:32 33:18 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,415 16,062 6,840 3,505 39,822 43,266
13,840 12,245 6,215 2,510 34,810 36,213
12,745 11,120 4,175 2,530 30,570 38,470
12,605 6,460 5,190 1,075 25,330 25,426
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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