AoeStats
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African Clearing

506705470Analyzed
2v2 RM · 17d ago on Sep 14, 2026· 50m 37s· 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
🇫🇷 Maya · France
1707
+14
🇫🇷 Persians · France
1636
+17
🇩🇪 Gurjaras · Germany
1694
-17
🇩🇪 Chinese · Germany
1630
-14
Player eAPM Actions Feudal Castle Imperial Opening
42 2,136 13:32 17:14 39:31 ⛏ Fish Boom FC
41 2,088 10:27 20:53 37:07 ⚔ Scout Rush
33 1,684 11:49 31:44 42:01 ⚔ Scout Rush
28 1,393 11:53 25:23 44:14 ⚔ Archers into Towers

Resources

Player Food Wood Gold Stone Spent Collected
20,700 23,696 10,430 3,685 58,511 68,246
22,370 15,648 9,470 3,025 50,513 57,043
16,350 16,920 11,970 3,745 48,985 60,003
19,720 8,841 5,440 2,065 36,066 41,312
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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