AoeStats
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African Clearing

506082965Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 49m 31s· 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 · United States
1431
+13
🇺🇸 Magyars · United States
1353
+17
🇦🇺 Berbers · Australia
1469
-19
🇬🇧 Magyars · United Kingdom
1271
-11
Player eAPM Actions Feudal Castle Imperial Opening
47 2,306 12:43 16:27 35:33 ⛏ Fast Castle
45 2,233 13:44 18:24 49:31 ⛏ Fast Castle
39 1,944 13:45 18:13 46:28 ⛏ Fast Castle
28 1,388 11:30 22:25 39:33 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,065 22,607 12,965 3,330 60,967 81,430
17,795 12,039 10,680 3,660 44,174 44,754
14,160 13,998 7,265 1,700 37,123 43,297
11,615 11,542 7,615 1,080 31,852 35,840
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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