AoeStats
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African Clearing

506895693Analyzed
2v2 RM · 16d ago on Sep 15, 2026· 36m 0s· 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
🇨🇭 Cumans · Switzerland
1479
+12
🇨🇭 Vietnamese · Switzerland
1428
+14
🇹🇷 Vietnamese · Türkiye
1395
-13
🇹🇷 Huns · Türkiye
1395
-13
Player eAPM Actions Feudal Castle Imperial Opening
67 2,410 12:36 28:17 — ⚔ Archer Rush
65 2,353 12:42 24:46 — ⚔ Scout Rush
60 2,158 13:18 21:51 — ⚔ Towers FC
60 2,170 13:02 17:41 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,055 8,024 4,635 525 19,239 20,241
9,985 4,410 4,025 200 18,620 19,459
6,475 7,006 4,100 325 17,906 18,240
7,315 5,152 3,100 780 16,347 16,056
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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