AoeStats
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African Clearing

510643035Analyzed
2v2 RM · 24h ago on Oct 1, 2026· 47m 58s· 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
🇨🇴 Franks · Colombia
1377
+14
🇲🇽 Inca · Mexico
1377
+15
🇧🇷 Dravidians · Brazil
1353
-15
🇧🇷 Persians · Brazil
1340
-14
Player eAPM Actions Feudal Castle Imperial Opening
120 5,772 11:51 28:38 — ⚔ Archer Rush
50 2,401 12:09 29:26 — ⚔ Scouts into Skirms
32 1,527 11:52 26:03 — ⚔ Scout Rush
30 1,453 12:28 28:57 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,025 16,249 8,950 915 39,139 40,460
15,780 9,798 7,110 850 33,538 35,534
14,245 11,574 7,040 650 33,509 34,564
12,415 9,803 2,925 1,620 26,763 28,793
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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