AoeStats
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African Clearing

504885020Analyzed
2v2 RM · 25d ago on Sep 6, 2026· 38m 41s· 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 · Czechia
1376
+13
🇨🇿 Japanese · Czechia
1327
+15
🇧🇷 Cumans · Brazil
1328
-15
🇧🇷 Saracens · Brazil
1278
-13
Player eAPM Actions Feudal Castle Imperial Opening
31 1,202 14:01 17:58 34:00 ⛏ Fast Castle
28 1,094 13:31 17:14 32:20 ⛏ Fast Castle
27 1,056 13:55 18:19 — ⛏ Fish Boom FC
24 938 14:12 19:04 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,000 13,920 8,920 1,550 45,390 47,545
14,680 12,015 3,595 1,915 32,205 35,228
14,535 9,312 3,235 1,150 28,232 30,838
9,835 10,400 3,215 1,800 25,250 32,152
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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