AoeStats
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African Clearing

506245833Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 39m 55s· 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
🇪🇸 Huns · Spain
1098
+16
🇬🇧 Poles · United Kingdom
1065
+17
🇺🇸 Ethiopians · United States
1094
-17
🇺🇸 Huns · United States
1090
-16
Player eAPM Actions Feudal Castle Imperial Opening
55 2,184 13:43 21:58 — ⚔ Scout Rush
21 828 12:50 21:13 35:56 ⚔ Scout Rush
18 729 14:08 26:51 —
18 722 14:29 23:13 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,390 10,080 5,145 1,500 36,115 42,291
11,550 6,200 6,100 950 24,800 27,607
9,470 9,415 975 1,325 21,185 24,450
9,265 4,975 2,060 1,600 17,900 21,010
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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