AoeStats
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African Clearing

504115820Analyzed
2v2 RM · 29d ago on Sep 4, 2026· 68m 1s· 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 · United States
824
+15
🇺🇸 Armenians · United States
809
+15
🇺🇸 Wei · United States
810
-16
🇬🇧 Saracens · United Kingdom
780
-24
Player eAPM Actions Feudal Castle Imperial Opening
21 1,447 15:05 24:12 46:19 ⚔ M@A into Skirms
13 916 17:23 30:43 — ⚔ Tower Rush
12 826 14:05 25:21 44:21 ⚔ Archers into Skirms
9 637 18:23 37:08 — ⚔ Drush into Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
18,430 18,790 15,475 7,450 60,145 70,552
21,435 18,025 9,110 3,950 52,520 66,596
12,695 12,392 4,225 1,725 31,037 32,977
12,585 6,435 4,655 1,650 25,325 26,405
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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