AoeStats
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African Clearing

505303764Analyzed
2v2 RM · 25d ago on Sep 8, 2026· 60m 50s· 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
🇧🇷 Magyars · Brazil
1601
+22
🇧🇷 Huns · Brazil
1534
+23
🇨🇦 Magyars · Canada
1742
-23
🇩🇰 Maya · Denmark
1712
-22
Player eAPM Actions Feudal Castle Imperial Opening
60 3,648 16:11 20:23 50:00 ⛏ Fast Castle
47 2,860 16:17 34:42 47:11 ⚔ Scout Rush
32 1,921 11:59 21:29 42:50 ⚔ Scout Rush
29 1,746 11:22 18:56 40:16 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
31,380 23,142 23,110 2,910 80,542 84,368
39,615 13,725 13,175 725 67,240 70,503
16,615 16,467 21,405 3,155 57,642 58,977
23,300 12,254 13,970 3,345 52,869 54,161
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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