AoeStats
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African Clearing

505300366Analyzed
2v2 RM · 23d ago on Sep 8, 2026· 49m 37s· 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
🇩🇪 Wu · Germany
751
+13
🇧🇪 Tatars · Belgium
712
+14
🇦🇷 Cumans · Argentina
729
-15
🇦🇷 Khmer · Argentina
632
-12
Player eAPM Actions Feudal Castle Imperial Opening
40 1,967 13:46 36:17 — ⚔ M@A into Towers
17 838 14:54 31:24 40:01 ⚔ Scout Rush
12 578 15:34 23:34 — ⛏ Fast Castle
10 490 14:17 27:32 — ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
12,825 8,750 4,220 1,975 27,770 34,958
8,080 7,179 2,560 1,100 18,919 22,062
7,640 6,355 1,235 1,475 16,705 20,122
6,910 4,440 2,345 490 14,185 16,474
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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