AoeStats
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African Clearing

505841105Analyzed
2v2 RM · 21d ago on Sep 11, 2026· 48m 6s· 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
🇭🇺 Persians · Hungary
1293
+14
🇦🇹 Britons · Austria
1116
+22
🇪🇸 Tatars · Spain
1258
-18
🇪🇸 Persians · Spain
1243
-18
Player eAPM Actions Feudal Castle Imperial Opening
43 2,076 13:43 23:30 38:51 ⚔ Scout Rush
40 1,934 18:19 29:17 — ⚔ Archer Rush
32 1,556 14:00 17:28 41:14 ⛏ Fast Castle
24 1,134 17:04 20:44 42:59 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,750 16,110 10,775 1,700 51,335 54,108
16,160 14,355 6,575 1,255 38,345 42,067
16,380 12,606 6,165 1,265 36,416 37,041
6,700 7,977 2,745 950 18,372 20,690
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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