AoeStats
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African Clearing

510465068Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 50m 49s· 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
🇧🇷 Burgundians · Brazil
1144
+8
🇩🇪 Poles · Germany
1062
+10
🇨🇱 Bulgarians · Chile
949
-9
🇨🇱 Portuguese · Chile
945
-9
Player eAPM Actions Feudal Castle Imperial Opening
48 2,420 15:45 27:31 50:21 ⚔ Scouts into Archers into Skirms
20 993 14:16 27:07 40:49 ⚔ Archer Rush
19 945 16:41 48:35 — ⚔ Drush into Skirms
19 973 13:18 22:22 44:08 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,985 12,485 10,190 2,600 47,260 55,091
15,570 9,348 11,835 3,000 39,753 43,044
16,380 11,690 5,095 1,075 34,240 34,486
4,670 5,769 410 425 11,274 11,862
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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