AoeStats
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African Clearing

512710233Analyzed
2v2 RM · 7d ago on Oct 10, 2026· 66m 3s· 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
🇨🇭 Franks · Switzerland
896
+17
🇵🇱 Ethiopians · Poland
887
+17
vs
🇵🇱 Varangians · Poland
914
-17
🇺🇸 Malay · United States
906
-17
Player eAPM Actions Feudal Castle Imperial Opening
34 2,236 16:10 32:12 48:35 ⚔ Scout Rush
23 1,491 13:03 20:40 44:47 ⚔ Archer Rush
22 1,464 16:44 25:33 — ⚔ Archers into Skirms
13 835 20:14 25:39 40:33 ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
26,350 14,053 12,070 4,100 56,573 57,868
19,095 19,485 6,595 2,170 47,345 50,328
16,945 17,483 4,645 1,505 40,578 46,751
9,570 16,215 11,625 2,000 39,410 45,105
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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