AoeStats
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African Clearing

505857945Analyzed
2v2 RM · 19d ago on Sep 11, 2026· 62m 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
🇺🇸 Malay · United States
675
+14
🇹🇷 Japanese · Türkiye
672
+14
🇹🇷 Khmer · Türkiye
624
-14
🇹🇷 Lithuanians · Türkiye
624
-14
Player eAPM Actions Feudal Castle Imperial Opening
27 1,658 20:13 31:39 59:11 ⚔ Fish Boom into Towers
19 1,176 19:07 27:12 42:24
19 1,177 13:07 18:29 37:27 ⛏ Fast Castle
13 789 17:11 27:45 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,735 24,041 11,795 4,350 62,921 100,081
25,455 13,435 10,040 2,150 51,080 56,064
20,325 17,072 7,730 3,560 48,687 54,652
16,210 7,880 5,735 1,400 31,225 31,947
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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