AoeStats
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African Clearing

503806310Analyzed
2v2 RM · 2mo ago on Sep 2, 2026· 55m 14s· 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
🇦🇺 Vietnamese · Australia
926
+8
🇨🇳 Lithuanians · China
833
+12
vs
🇨🇴 Romans · Colombia
741
-10
🇺🇸 Khitans · United States
729
-9
Player eAPM Actions Feudal Castle Imperial Opening
31 1,738 15:30 27:04 — ⚔ Scout Rush
30 1,671 12:37 22:03 —
29 1,585 14:16 18:53 — ⛏ Fast Castle
29 1,587 14:46 22:11 47:11

Resources

Player Food Wood Gold Stone Spent Collected
20,500 15,940 8,255 3,125 47,820 54,069
15,745 18,935 7,950 1,350 43,980 46,572
12,710 13,320 5,545 3,850 35,425 35,896
6,300 9,493 2,905 1,200 19,898 20,906
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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