AoeStats
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African Clearing

504319646Analyzed
2v2 RM · 28d ago on Sep 4, 2026· 39m 1s· 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
🇫🇷 Huns · France
772
+16
🇨🇱 Franks · Chile
750
+17
🇺🇸 Spanish · United States
850
-55
🇺🇸 Ethiopians · United States
688
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 1,354 17:24 27:02 —
17 659 15:06 25:40 —
13 495 17:37 27:17 — ⚔ Scout Rush
12 456 16:53 25:37 34:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,990 6,100 1,985 3,000 23,075 27,224
10,995 5,795 3,260 1,765 21,815 22,255
7,570 6,060 1,235 950 15,815 20,895
7,035 5,600 675 750 14,060 19,416
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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