AoeStats
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African Clearing

504522554Analyzed
2v2 RM · 26d ago on Sep 5, 2026· 37m 46s· 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
🇩🇰 Britons · Denmark
1914
+4
🇩🇰 Bohemians · Denmark
1756
+8
🇨🇴 Gurjaras · Colombia
1612
-7
🇨🇴 Wu · Colombia
1542
-5
Player eAPM Actions Feudal Castle Imperial Opening
70 2,626 13:29 17:13 — ⛏ Fast Castle
47 1,772 12:21 15:55 30:06 ⛏ Fast Castle
44 1,673 12:49 16:25 32:28 ⛏ Fast Castle
40 1,514 12:15 16:29 32:58 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,590 16,279 7,720 3,200 44,789 51,149
14,050 16,331 9,135 3,055 42,571 46,379
24,495 9,372 6,620 1,700 42,187 46,499
9,450 8,431 840 2,740 21,461 24,114
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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