AoeStats
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African Clearing

506673255Analyzed
2v2 RM · 19d ago on Sep 14, 2026· 30m 29s· 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
🇧🇷 Ethiopians · Brazil
1506
+19
🇧🇷 Magyars · Brazil
1497
+19
🇩🇪 Hindustanis · Germany
1618
-21
🇩🇪 Japanese · Germany
1521
-17
Player eAPM Actions Feudal Castle Imperial Opening
46 1,409 11:19 25:33 — ⚔ Archer Rush
45 1,361 12:54 16:37 — ⛏ Fast Castle
42 1,269 12:30 23:58 — ⚔ Scout Rush
34 1,030 13:33 17:15 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,575 6,955 3,930 200 16,660 16,044
5,975 5,643 3,810 300 15,728 15,773
7,525 4,665 2,645 450 15,285 15,262
5,495 3,935 1,120 350 10,900 11,626
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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