AoeStats
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African Clearing

510392313Analyzed
2v2 RM · 13h ago on Sep 30, 2026· 63m 35s· 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
🇬🇧 Khmer · United Kingdom
1094
+17
🇬🇧 Spanish · United Kingdom
1076
+18
🇫🇷 Huns · France
1136
-18
🇦🇷 Danes · Argentina
1094
-17
Player eAPM Actions Feudal Castle Imperial Opening
36 2,304 14:28 17:31 40:34 ⛏ Fast Castle
35 2,198 13:38 21:43 —
18 1,161 14:21 18:17 44:52 ⛏ Fast Castle
17 1,056 14:55 21:28 45:22 ⚔ FC into Towers

Resources

Player Food Wood Gold Stone Spent Collected
26,265 22,235 10,665 3,955 63,120 65,379
27,160 13,902 13,725 3,750 58,537 68,262
15,300 10,881 2,695 2,795 31,671 31,855
12,500 9,820 6,315 2,620 31,255 38,749
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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