AoeStats
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African Clearing

510706012Analyzed
2v2 RM · 2d ago on Oct 2, 2026· 18m 53s· 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
🇩🇪 Mongols · Germany
1385
+12
🇮🇳 Ethiopians · India
1262
+18
🇩🇪 Magyars · Germany
1292
-15
🇩🇪 Mongols · Germany
1292
-15
Player eAPM Actions Feudal Castle Imperial Opening
54 1,025 11:29 — — ⚔ Scout Rush
47 893 12:15 — — ⚔ Archer Rush
31 593 12:17 17:03 — ⛏ Fast Castle
30 559 10:23 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,895 1,934 70 100 6,999 7,158
4,275 1,741 350 100 6,466 5,777
2,800 1,807 430 100 5,137 5,201
2,220 2,105 595 100 5,020 5,942
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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