AoeStats
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African Clearing

510597574Analyzed
2v2 RM · 4h ago on Oct 1, 2026· 41m 24s· 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
🇩🇪 Inca · Germany
1913
+11
🇧🇷 Ethiopians · Brazil
1723
+19
🇨🇿 Bengalis · Czechia
1792
-15
🇨🇿 Armenians · Czechia
1792
-15
Player eAPM Actions Feudal Castle Imperial Opening
53 2,189 11:46 23:23 40:04 ⚔ Archer Rush
48 1,971 12:13 16:58 37:06 ⚔ Archers FC
40 1,646 11:54 15:54 39:40 ⛏ Fast Castle
36 1,490 10:43 19:37 38:16 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,305 10,910 7,350 1,600 38,165 40,143
12,795 12,342 6,930 1,800 33,867 34,408
12,890 14,297 3,985 2,130 33,302 35,949
15,735 9,345 4,650 310 30,040 32,269
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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