AoeStats
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African Clearing

510541242Analyzed
2v2 RM · 4h ago on Oct 1, 2026· 30m 42s· 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 · Germany
1298
+16
🇺🇸 Huns · United States
1274
+17
🇦🇷 Persians · Argentina
1332
-17
🇨🇳 Mongols · China
1273
-16
Player eAPM Actions Feudal Castle Imperial Opening
56 1,711 12:21 24:50 — ⚔ Scout Rush
36 1,098 11:30 18:38 — ⛏ Fast Castle
33 1,008 13:18 22:22 — ⚔ Scout Rush
21 648 12:06 19:58 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,425 6,296 2,855 230 17,806 17,803
7,100 4,751 1,780 245 13,876 15,122
5,485 5,393 1,650 310 12,838 13,372
6,480 4,636 370 400 11,886 11,672
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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