AoeStats
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African Clearing

503834059Analyzed
2v2 RM · 29d ago on Sep 2, 2026· 54m 44s· 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
🇯🇵 Mongols · Japan
930
+19
🇺🇸 Khmer · United States
919
+19
🇩🇪 Chinese · Germany
998
-19
🇲🇾 Cumans · Malaysia
995
-19
Player eAPM Actions Feudal Castle Imperial Opening
54 2,967 13:50 19:47 — ⛏ Fast Castle
44 2,400 14:11 18:27 41:42 ⛏ Fast Castle
38 2,067 14:43 20:29 44:37 ⛏ Fast Castle
23 1,240 13:11 23:20 38:57 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,335 10,282 12,740 1,320 49,677 52,297
14,290 16,305 12,085 1,050 43,730 62,566
8,895 11,220 7,515 1,800 29,430 29,815
10,675 8,875 6,130 2,900 28,580 34,812
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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