AoeStats
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African Clearing

506519506Analyzed
2v2 RM · 18d ago on Sep 13, 2026· 50m 28s· 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
1305
+18
🇺🇸 Persians · United States
1304
+18
🇨🇿 Georgians · Czechia
1356
-18
🇨🇿 Huns · Czechia
1352
-18
Player eAPM Actions Feudal Castle Imperial Opening
62 3,137 12:32 24:13 44:50 ⚔ Scout Rush
44 2,228 14:31 19:16 37:53 ⛏ Fish Boom FC
40 2,011 14:15 18:27 41:45 ⛏ Fast Castle
26 1,337 12:35 27:30 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,080 23,607 14,110 4,470 61,267 76,989
27,980 11,309 14,050 1,410 54,749 58,480
18,810 15,900 11,685 1,650 48,045 59,766
15,500 9,481 2,395 2,200 29,576 30,818
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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