AoeStats
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African Clearing

505340362Analyzed
2v2 RM · 23d ago on Sep 8, 2026· 28m 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
🇳🇱 Huns · Netherlands
1431
+12
🇨🇱 Persians · Chile
1374
+15
🇨🇿 Malians · Czechia
1385
-15
🇨🇿 Huns · Czechia
1315
-12
Player eAPM Actions Feudal Castle Imperial Opening
42 1,209 11:15 23:32 — ⚔ Scout Rush
38 1,100 12:13 16:39 — ⛏ Fast Castle
32 928 12:37 23:41 — ⚔ Scout Rush
26 749 13:50 17:27 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,025 5,292 3,200 200 14,717 15,109
7,585 3,190 2,150 200 13,125 12,990
5,405 4,425 1,375 200 11,405 11,153
4,705 2,915 575 300 8,495 8,755
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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