AoeStats
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African Clearing

511001970Analyzed
2v2 RM · 14h ago on Oct 3, 2026· 44m 9s· 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
🇪🇸 Italians · Spain
1010
+15
🇦🇷 Cumans · Argentina
1008
+15
🇺🇸 Varangians · United States
1198
-23
🇺🇸 Byzantines · United States
782
-7
Player eAPM Actions Feudal Castle Imperial Opening
34 1,508 13:42 22:57 40:59 ⛏ Fast Castle
31 1,378 13:47 17:36 — ⛏ Fast Castle
22 970 12:24 20:20 43:45 ⛏ Fast Castle
20 883 15:08 20:07 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
15,280 8,250 8,470 1,900 33,900 36,226
15,390 9,232 5,310 1,075 31,007 34,260
15,685 7,070 5,190 980 28,925 32,592
9,555 8,962 3,175 1,080 22,772 27,560
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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