AoeStats
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African Clearing

511362268Analyzed
2v2 RM · 16d ago on Oct 4, 2026· 54m 17s· 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
🇮🇹 Sicilians · Italy
632
+14
🇵🇱 Poles · Poland
578
+17
vs
🇨🇴 Britons · Colombia
601
-16
🇨🇴 Teutons · Colombia
581
-15
Player eAPM Actions Feudal Castle Imperial Opening
36 1,965 17:53 28:17 53:40 ⚔ Scout Rush
31 1,673 15:30 22:46 43:27 ⛏ Fast Castle
22 1,170 16:14 31:57 — ⚔ Skirmisher Rush
13 694 18:45 29:51 39:25 ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,605 11,945 7,995 5,385 44,930 49,779
17,140 17,959 3,485 2,250 40,834 49,481
9,690 13,210 8,080 3,900 34,880 39,258
11,270 8,553 3,190 2,510 25,523 34,162
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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