AoeStats
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African Clearing

510468234Analyzed
2v2 RM · 3h ago on Oct 1, 2026· 25m 2s· 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
🇦🇺 Varangians · Australia
1315
+11
🇫🇷 Huns · France
1101
+20
🇭🇰 Danes · Hong Kong SAR China
1213
-16
🇦🇷 Spanish · Argentina
1175
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 1,187 12:30 22:42 — ⚔ Archer Rush
39 973 11:11 24:35 — ⚔ Scout Rush
30 761 12:47 20:36 — ⛏ Fast Castle
19 471 14:27 18:38 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,135 3,564 1,320 300 10,319 10,215
4,400 3,474 1,745 0 9,619 10,425
5,135 2,610 370 850 8,965 9,527
5,275 2,920 350 200 8,745 9,927
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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