AoeStats
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African Clearing

512573807Analyzed
2v2 RM · 6d ago on Oct 10, 2026· 46m 12s· 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
🇩🇪 Lithuanians · Germany
1127
+14
🇨🇦 Bohemians · Canada
1121
+14
vs
🇲🇽 Saxons · Mexico
1110
-15
🇲🇽 Mongols · Mexico
1061
-13
Player eAPM Actions Feudal Castle Imperial Opening
32 1,463 12:42 19:48 32:59 ⛏ Fast Castle
29 1,342 14:48 25:00 — ⚔ Scout Rush
28 1,289 13:24 18:20 35:20 ⛏ Fast Castle
21 960 13:02 18:30 34:39 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,015 14,465 6,720 2,375 42,575 45,926
6,900 10,645 11,050 2,555 31,150 31,217
11,285 9,655 4,155 2,450 27,545 34,080
9,475 8,963 2,745 950 22,133 28,032
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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