AoeStats
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African Clearing

510622971Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 48m 19s· 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
🇷🇺 Teutons · Russia
1032
+14
🇦🇷 Cumans · Argentina
1009
+15
🇬🇧 Huns · United Kingdom
994
-15
🇬🇧 Ethiopians · United Kingdom
974
-14
Player eAPM Actions Feudal Castle Imperial Opening
29 1,396 14:14 24:15 43:08 ⛏ Fast Castle
29 1,412 16:21 28:16 42:21 ⚔ Scout Rush
27 1,298 14:56 19:30 47:30 ⛏ Fast Castle
23 1,112 16:39 26:00 — ⚔ Drush into Archers

Resources

Player Food Wood Gold Stone Spent Collected
19,090 13,630 7,390 2,450 42,560 44,876
16,340 12,305 7,800 2,450 38,895 43,726
15,925 7,440 4,650 1,805 29,820 33,986
10,200 10,060 4,425 1,625 26,310 26,841
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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