AoeStats
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African Clearing

503787568Analyzed
2v2 RM · 28d ago on Sep 2, 2026· 19m 37s· 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 · Netherlands
1355
+18
🇧🇪 Wei · Belgium
1279
+21
🇸🇪 Berbers · Sweden
1435
-21
🇮🇹 Huns · Italy
1369
-18
Player eAPM Actions Feudal Castle Imperial Opening
31 605 12:34 19:13 — ⚔ Scout Rush
26 509 12:18 16:28 — ⛏ Fast Castle
24 480 12:48 — — ⚔ Scout Rush
23 448 12:44 16:52 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,115 1,473 545 100 7,233 7,249
3,220 1,925 270 615 6,030 5,658
3,775 1,631 250 200 5,856 5,672
3,765 1,795 150 0 5,710 6,477
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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