AoeStats
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African Clearing

504024122Analyzed
2v2 RM · 7d ago on Sep 3, 2026· 31m 46s· 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
🇲🇽 Cumans · Mexico
1870
+16
🇲🇽 Portuguese · Mexico
1827
+18
🇮🇹 Bengalis · Italy
1900
-18
🇮🇹 Japanese · Italy
1843
-16
Player eAPM Actions Feudal Castle Imperial Opening
66 2,089 13:20 17:47 ⛏ Fast Castle
56 1,792 11:04 21:58 ⚔ Scout Rush
55 1,737 13:02 16:33 ⛏ Fast Castle
44 1,390 11:54 19:29 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,270 5,303 2,450 950 16,973 16,776
5,450 6,569 3,490 425 15,934 15,456
7,885 5,170 1,960 310 15,325 15,237
4,400 4,058 2,455 1,500 12,413 12,526
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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