AoeStats
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African Clearing

510292442Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 66m 45s· 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
🇧🇪 Huns · Belgium
1414
+14
🇫🇷 Mongols · France
1406
+15
🇨🇴 Saracens · Colombia
1395
-15
🇷🇺 Varangians · Russia
1362
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 3,469 13:03 26:53 45:37 ⚔ Archer Rush
42 2,788 11:24 24:35 48:27 ⚔ Scout Rush
33 2,232 14:00 26:51 45:30 ⚔ Towers into Archers
30 2,033 12:19 23:37 47:55 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
58,560 22,583 4,575 2,035 87,753 91,122
33,475 18,024 21,075 3,470 76,044 87,376
19,360 28,937 13,240 5,855 67,392 104,032
16,010 15,798 11,985 3,900 47,693 49,294
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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