AoeStats
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African Clearing

513289855Analyzed
2v2 RM · 4d ago on Oct 12, 2026· 69m 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
🇨🇳 Aztecs · China
1140
+14
🇺🇸 Saxons · United States
1127
+15
vs
🇧🇷 Spanish · Brazil
1156
-17
🇧🇷 Franks · Brazil
1034
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 2,696 16:19 28:39 40:02 ⚔ Scout Rush
28 1,952 13:07 27:12 44:26 ⚔ Archer Rush
24 1,669 31:17 35:19 59:55 ⛏ Fast Castle
21 1,476 14:21 27:18 47:55 ⚔ Towers into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
29,280 26,479 14,835 7,240 77,834 86,850
28,675 17,906 10,395 5,760 62,736 74,188
18,520 14,708 13,545 2,030 48,803 48,958
14,980 13,083 7,605 2,250 37,918 39,499
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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