AoeStats
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African Clearing

511792762Analyzed
2v2 RM · 11d ago on Oct 6, 2026· 71m 50s· 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
🇹🇷 Japanese · Türkiye
1701
+11
🇿🇦 Burgundians · South Africa
1643
+13
vs
🇪🇸 Muisca · Spain
1598
-13
🇪🇸 Magyars · Spain
1564
-11
Player eAPM Actions Feudal Castle Imperial Opening
48 3,481 11:09 21:09 41:29 ⚔ Scout Rush
43 3,079 13:00 17:30 50:52 ⛏ Fast Castle
42 2,987 12:24 25:06 60:07 ⚔ Archer Rush
28 2,001 12:26 20:25 43:52 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
35,325 30,059 37,915 3,650 106,949 112,347
48,925 19,625 33,140 4,295 105,985 107,270
27,625 35,942 28,030 5,810 97,407 117,343
23,085 18,020 8,645 2,490 52,240 53,670
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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