AoeStats
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African Clearing

503962747Analyzed
2v2 RM · 7d ago on Sep 3, 2026· 122m 53s· 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
🇲🇽 Persians · Mexico
1069
+16
🇨🇦 Khitans · Canada
1062
+16
🇺🇸 Persians · United States
1066
-16
🇺🇸 Khmer · United States
1066
-16
Player eAPM Actions Feudal Castle Imperial Opening
47 5,807 12:53 23:39 44:17 ⛏ Fast Castle
29 3,509 13:09 30:41 43:51 ⚔ Towers FC
26 3,152 16:44 22:10 40:26 ⛏ Fast Castle
21 2,562 19:40 23:52 48:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
64,850 83,570 104,220 7,810 260,450 275,445
84,075 39,010 25,940 3,350 152,375 191,259
85,185 27,950 20,210 4,820 138,165 145,783
48,635 44,675 23,595 3,795 120,700 141,160
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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