AoeStats
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African Clearing

510582477Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 49m 2s· 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 · Netherlands
949
+16
🇳🇱 Cumans · Netherlands
919
+17
🇹🇷 Turks · Türkiye
955
-17
🇨🇿 Sicilians · Czechia
938
-16
Player eAPM Actions Feudal Castle Imperial Opening
31 1,512 14:55 26:06 48:26 ⚔ Archers into Skirms
26 1,254 15:23 21:11 38:53 ⛏ Fish Boom FC
22 1,069 14:18 25:51 — ⚔ Towers into Skirms
21 1,032 14:42 24:10 42:19 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,735 9,285 17,775 950 50,745 54,559
9,225 13,165 8,450 4,320 35,160 37,314
13,160 11,480 6,915 1,800 33,355 38,419
5,455 4,042 895 1,480 11,872 14,250
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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