AoeStats
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African Clearing

510832955Analyzed
2v2 RM · 5h ago on Oct 2, 2026· 60m 58s· 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
🇩🇪 Vietnamese · Germany
1026
+15
🇩🇪 Teutons · Germany
1026
+15
🇷🇸 Ethiopians · Serbia
1010
-15
🇵🇪 Magyars · Peru
996
-15
Player eAPM Actions Feudal Castle Imperial Opening
49 2,998 13:43 23:23 46:27 ⚔ Scout Rush
29 1,749 14:06 21:34 42:34 ⛏ Fast Castle
26 1,596 17:17 26:23 41:19 ⚔ Skirmisher Rush
25 1,496 12:49 20:49 37:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,095 24,572 15,100 2,000 58,767 66,576
22,145 19,380 6,655 2,700 50,880 59,879
17,050 13,140 8,805 6,100 45,095 49,144
15,330 13,210 9,420 2,505 40,465 41,301
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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