AoeStats
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African Clearing

512200889Analyzed
2v2 RM · 9d ago on Oct 8, 2026· 41m 21s· 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
🇹🇼 Jurchens · Taiwan
1674
+16
🇹🇼 Koreans · Taiwan
1671
+16
vs
🇧🇷 Huns · Brazil
1676
-16
🇩🇪 Mongols · Germany
1670
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 1,923 11:46 16:00 — ⛏ Fast Castle
41 1,691 12:53 24:02 — ⚔ Scouts into Towers
35 1,449 13:51 18:02 38:12 ⛏ Fast Castle
28 1,169 13:05 40:09 — ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
8,400 18,417 6,385 1,750 34,952 35,061
7,475 10,941 3,755 1,265 23,436 25,098
11,805 8,452 1,790 1,200 23,247 23,681
5,820 8,812 390 1,650 16,672 17,630
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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