AoeStats
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African Clearing

513484177Analyzed
2v2 RM · 6d ago on Oct 13, 2026· 58m 37s· 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
🇨🇴 Malay · Colombia
1380
+12
🇨🇭 Huns · Switzerland
1272
+17
vs
🇭🇺 Khitans · Hungary
1317
-15
🇭🇺 Chinese · Hungary
1277
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 3,077 12:16 27:44 — ⚔ Archers into Skirms
36 2,090 11:34 30:09 — ⚔ Archer Rush
32 1,886 13:52 17:35 47:46 ⛏ Fast Castle
32 1,884 14:25 23:27 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,750 16,982 8,490 2,475 41,697 42,653
14,535 10,855 8,080 2,355 35,825 37,336
16,260 9,565 4,520 2,750 33,095 33,721
10,735 13,156 6,510 1,825 32,226 34,974
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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