AoeStats
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African Clearing

510359593Analyzed
2v2 RM · 19h ago on Sep 30, 2026· 36m 47s· 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
1538
+14
🇧🇷 Huns · Brazil
1483
+17
🇩🇪 Tupi · Germany
1542
-17
🇨🇿 Mongols · Czechia
1457
-14
Player eAPM Actions Feudal Castle Imperial Opening
66 2,423 12:09 26:51 — ⚔ Scout Rush
45 1,657 12:01 25:08 — ⚔ Scout Rush
34 1,244 12:00 19:23 — ⛏ Fast Castle
29 1,062 13:01 17:27 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,955 7,780 3,480 1,835 24,050 25,460
11,510 6,893 3,450 525 22,378 22,401
7,615 7,061 2,425 1,125 18,226 17,946
4,335 4,625 880 1,300 11,140 11,490
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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