AoeStats
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African Clearing

504510015Analyzed
2v2 RM · 26d ago on Sep 5, 2026· 27m 12s· 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
🇩🇰 Bohemians · Denmark
1896
+14
🇩🇰 Magyars · Denmark
1726
+22
🇨🇿 Inca · Czechia
1854
-18
🇨🇿 Malians · Czechia
1845
-18
Player eAPM Actions Feudal Castle Imperial Opening
61 1,647 11:11 19:06 — ⚔ Scouts into Archers
42 1,155 11:50 16:26 — ⛏ Fast Castle
38 1,039 12:55 16:42 — ⛏ Fast Castle
32 870 12:09 16:15 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,340 5,375 2,240 300 14,255 13,567
5,300 3,837 1,510 860 11,507 11,646
6,705 3,400 1,025 200 11,330 11,232
4,480 2,822 1,960 850 10,112 9,387
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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