AoeStats
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African Clearing

506421317Analyzed
2v2 RM · 18d ago on Sep 13, 2026· 53m 28s· 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
🇨🇭 Vietnamese · Switzerland
1430
+14
🇨🇭 Mongols · Switzerland
1387
+15
🇩🇪 Japanese · Germany
1376
-15
🇩🇪 Magyars · Germany
1372
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 2,490 14:30 18:43 38:36 ⛏ Fast Castle
43 2,320 12:23 17:55 53:24 ⛏ Fast Castle
33 1,775 11:53 23:13 47:49 ⚔ Scout Rush
20 1,048 12:39 19:22 47:43 ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
27,745 14,727 11,835 3,905 58,212 62,123
18,535 11,212 9,990 2,460 42,197 48,471
11,475 12,865 5,270 2,980 32,590 33,821
9,370 11,981 7,085 1,900 30,336 33,210
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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