AoeStats
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African Clearing

510513364Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 27m 18s· 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
🇹🇼 Koreans · Taiwan
996
+13
🇦🇺 Bulgarians · Australia
915
+15
🇦🇺 Bohemians · Australia
921
-14
🇦🇿 Japanese · Azerbaijan
918
-14
Player eAPM Actions Feudal Castle Imperial Opening
20 553 13:40 19:45 — ⛏ Fish Boom FC
18 499 12:43 21:31 —
16 435 13:42 21:34 — ⛏ Fast Castle
15 417 15:11 24:09 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,325 4,891 1,500 875 11,591 11,264
5,085 3,910 800 750 10,545 10,605
5,165 4,171 400 300 10,036 10,177
4,250 3,430 640 865 9,185 9,451
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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