AoeStats
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African Clearing

511617129Analyzed
2v2 RM · 12d ago on Oct 5, 2026· 52m 26s· 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
🇫🇷 Cumans · France
1183
+11
🇫🇷 Huns · France
1115
+13
vs
🇩🇪 Bohemians · Germany
1087
-13
🇨🇱 Muisca · Chile
1028
-11
Player eAPM Actions Feudal Castle Imperial Opening
47 2,446 12:19 17:12 — ⛏ Fast Castle
45 2,382 14:02 25:21 — ⚔ Champis into Archers
31 1,612 13:33 21:33 44:20 ⚔ FC into Scouts
28 1,490 13:59 24:03 45:42 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,150 19,094 12,335 1,750 49,329 61,234
17,405 16,802 6,920 3,400 44,527 45,324
16,365 6,105 9,185 3,550 35,205 37,415
12,565 14,350 4,595 2,425 33,935 34,646
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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