AoeStats
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African Clearing

510300594Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 55m 26s· 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
🇿🇦 Lithuanians · South Africa
1659
+14
🇫🇷 Mongols · France
1543
+19
🇬🇧 Berbers · United Kingdom
1661
-18
🇲🇼 Varangians · Malawi
1573
-15
Player eAPM Actions Feudal Castle Imperial Opening
43 2,401 11:29 20:52 42:37 ⚔ Scout Rush
42 2,327 12:17 16:06 40:20 ⛏ Fast Castle
41 2,251 11:28 26:12 52:05
31 1,720 12:11 16:05 37:54 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,875 18,406 9,385 2,350 61,016 74,960
31,285 15,035 10,495 3,210 60,025 63,725
28,165 14,670 8,195 2,550 53,580 61,745
15,875 10,358 6,745 1,135 34,113 38,010
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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