AoeStats
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African Clearing

504170965Analyzed
2v2 RM · 17h ago on Sep 4, 2026· 56m 17s· 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
🇳🇿 Poles · New Zealand
1098
+17
🇳🇿 Khmer · New Zealand
1086
+17
🇹🇼 Chinese · Taiwan
1121
-17
🇹🇼 Huns · Taiwan
1119
-17
Player eAPM Actions Feudal Castle Imperial Opening
35 1,947 13:25 23:59 43:47 ⚔ Scouts into Archers
28 1,567 14:21 21:23 32:21 ⛏ Fast Castle
老6 Khmer
28 1,592 13:37 25:39 45:34 ⛏ Fast Castle
monga0410 Chinese
26 1,451 13:40 23:03 45:25 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,745 17,795 7,320 1,050 48,910 57,542
21,125 11,023 14,905 1,020 48,073 58,848
16,110 14,420 6,820 2,000 39,350 46,963
11,720 10,215 5,955 2,585 30,475 45,014
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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