AoeStats
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African Clearing

510476696Analyzed
2v2 RM · 3d ago on Oct 1, 2026· 56m 20s· 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
🇨🇳 Italians · China
1310
+19
🇨🇦 Berbers · Canada
1299
+19
🇺🇸 Varangians · United States
1373
-19
🇲🇽 Huns · Mexico
1369
-19
Player eAPM Actions Feudal Castle Imperial Opening
56 3,160 14:03 17:36 36:38 ⚔ Fish Boom FC into Scouts
48 2,729 12:03 23:36 47:58 ⚔ Archer Rush
41 2,318 12:44 18:50 43:29 ⚔ Scout Rush
33 1,860 12:22 27:04 — ⚔ Fish Boom into Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
31,450 19,782 21,520 2,200 74,952 91,834
29,525 16,049 15,125 2,370 63,069 73,940
16,985 17,270 11,050 2,575 47,880 59,693
13,700 12,502 3,310 3,280 32,792 34,433
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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