AoeStats
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African Clearing

510343037Analyzed
2v2 RM · 1d ago on Sep 30, 2026· 38m 56s· 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
🇧🇷 Varangians · Brazil
1548
+10
🇧🇷 Huns · Brazil
1484
+13
1474
-14
🇪🇸 Huns · Spain
1347
-9
Player eAPM Actions Feudal Castle Imperial Opening
50 1,963 12:53 25:56 — ⚔ Scout Rush
35 1,382 13:30 19:01 —
32 1,228 12:45 21:36 — ⚔ Scout Rush
28 1,073 12:50 17:22 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,695 6,629 3,175 725 27,224 27,433
7,385 9,339 3,830 1,470 22,024 23,023
8,115 8,040 3,555 1,830 21,540 23,696
7,225 6,162 3,035 300 16,722 18,498
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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