AoeStats
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African Clearing

510597213Analyzed
2v2 RM · 14h ago on Oct 1, 2026· 57m 8s· 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 · France
1563
+20
🇧🇷 Slavs · Brazil
1489
+21
🇩🇪 Teutons · Germany
1808
-27
🇩🇪 Poles · Germany
1474
-14
Player eAPM Actions Feudal Castle Imperial Opening
62 3,532 11:29 20:43 40:31 ⚔ Scout Rush
50 2,886 12:06 22:02 34:28 ⚔ Scout Rush
48 2,723 11:51 21:46 39:28 ⛏ Fast Castle
47 2,689 12:53 17:04 39:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
35,545 21,440 17,540 3,135 77,660 83,368
27,000 16,110 17,295 1,455 61,860 61,973
19,120 12,962 9,340 2,820 44,242 45,794
13,990 9,697 6,290 2,550 32,527 32,204
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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