AoeStats
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African Clearing

510627091Analyzed
2v2 RM · 10h ago on Oct 1, 2026· 44m 52s· 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
🇬🇧 Huns · United Kingdom
1128
+15
🇸🇪 Byzantines · Sweden
1104
+16
🇦🇷 Magyars · Argentina
1116
-15
🇲🇽 Turks · Mexico
1110
-16
Player eAPM Actions Feudal Castle Imperial Opening
38 1,686 12:01 21:38 37:36 ⚔ Scout Rush
35 1,581 13:52 19:04 32:05 ⛏ Fast Castle
22 973 12:16 19:33 — ⛏ Fast Castle
22 984 13:38 18:00 38:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,910 13,200 7,775 960 37,845 39,338
19,500 9,860 7,035 950 37,345 38,552
12,525 9,306 5,695 950 28,476 28,421
11,980 8,593 4,025 1,075 25,673 28,027
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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