AoeStats
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African Clearing

511304956Analyzed
2v2 RM · 12d ago on Oct 4, 2026· 54m 47s· 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
🇨🇳 Slavs · China
1282
+18
🇩🇪 Chinese · Germany
1257
+19
vs
🇩🇪 Huns · Germany
1327
-19
🇩🇪 Mongols · Germany
1318
-18
Player eAPM Actions Feudal Castle Imperial Opening
52 2,855 13:57 17:43 51:22 ⛏ Fast Castle
44 2,405 14:30 19:59 — ⛏ Fast Castle
40 2,215 13:09 17:07 — ⛏ Fast Castle
34 1,860 13:17 26:02 43:15 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,975 25,029 8,365 3,000 63,369 67,781
13,445 18,406 12,635 4,530 49,016 52,267
18,855 21,878 5,495 1,015 47,243 47,464
13,680 17,589 11,060 3,595 45,924 50,452
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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