AoeStats
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African Clearing

510685979Analyzed
2v2 RM · 3h ago on Oct 2, 2026· 59m 25s· 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
🇺🇸 Saxons · United States
1240
+13
🇺🇸 Italians · United States
1240
+13
🇨🇴 Huns · Colombia
1170
-13
🇨🇴 Japanese · Colombia
1168
-13
Player eAPM Actions Feudal Castle Imperial Opening
53 3,158 13:11 21:55 41:25 ⚔ Archer Rush
53 3,136 13:14 23:13 45:03 ⚔ Scouts into Archers
53 3,153 14:25 20:15 41:17 ⛏ Fast Castle
23 1,360 12:13 21:13 38:07 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,670 22,775 16,835 3,450 71,730 83,806
30,335 13,075 15,675 3,650 62,735 69,346
18,220 21,094 12,345 3,500 55,159 57,731
18,765 14,135 8,725 3,000 44,625 61,093
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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