AoeStats
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African Clearing

510381922Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 36m 8s· 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
🇷🇺 Spanish · Russia
910
+17
🇷🇺 Vietnamese · Russia
907
+17
🇹🇷 Huns · Türkiye
955
-18
🇬🇧 Tatars · United Kingdom
909
-16
Player eAPM Actions Feudal Castle Imperial Opening
38 1,389 13:43 18:03 — ⛏ Fast Castle
26 943 16:53 34:45 — ⚔ Drush into Skirms
24 881 15:05 27:24 — ⚔ FC into Skirms
10 356 13:51 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,765 7,856 4,480 200 20,301 21,982
7,765 7,040 1,050 1,925 17,780 17,937
7,040 6,549 495 255 14,339 15,877
2,390 1,744 150 225 4,509 4,500
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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