AoeStats
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African Clearing

510738623Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 45m 23s· 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
🇹🇼 Magyars · Taiwan
1448
+17
🇹🇼 Huns · Taiwan
1446
+17
🇨🇳 Saracens · China
1466
-17
🇨🇳 Spanish · China
1461
-17
Player eAPM Actions Feudal Castle Imperial Opening
50 2,284 12:25 22:04 40:02 ⚔ Scouts into Towers
40 1,804 13:59 17:49 — ⚔ FC into Scouts
34 1,521 13:50 17:47 42:40 ⚔ FC into Towers
34 1,537 13:46 17:52 41:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,725 16,849 9,035 2,650 44,259 45,537
13,815 13,993 6,330 600 34,738 37,712
10,725 10,057 4,830 1,210 26,822 27,839
11,705 8,682 3,700 1,160 25,247 26,015
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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