AoeStats
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African Clearing

506103453Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 35m 33s· 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
🇳🇱 Georgians · Netherlands
1186
+18
🇳🇱 Huns · Netherlands
1159
+19
🇭🇰 Slavs · Hong Kong SAR China
1252
-19
🇪🇸 Hindustanis · Spain
1217
-18
Player eAPM Actions Feudal Castle Imperial Opening
40 1,433 13:09 19:34 — ⛏ Fast Castle
33 1,187 14:11 19:20 — ⚔ FC into Scouts
24 859 13:34 17:39 — ⛏ Fast Castle
21 734 14:44 22:17 — ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
12,185 7,266 2,090 300 21,841 21,797
7,750 4,260 2,150 2,150 16,310 18,973
7,530 4,585 1,655 955 14,725 16,089
4,475 3,425 745 2,355 11,000 10,255
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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