AoeStats
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African Clearing

510378671Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 37m 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
🇧🇪 Chinese · Belgium
1189
+16
🇩🇪 Armenians · Germany
1156
+17
🇷🇺 Berbers · Russia
1205
-17
🇷🇺 Italians · Russia
1170
-16
Player eAPM Actions Feudal Castle Imperial Opening
33 1,223 12:12 20:57 — ⚔ Scout Rush
32 1,215 13:02 22:28 — ⚔ Scout Rush
30 1,109 12:22 19:15 — ⛏ Fast Castle
20 760 13:25 26:53 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,635 6,893 3,710 1,250 23,488 24,302
9,290 6,043 1,665 1,700 18,698 19,048
6,255 6,335 2,485 1,730 16,805 17,589
7,345 5,279 2,595 870 16,089 16,766
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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