AoeStats
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African Clearing

506259552Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 35m 34s· 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
🇲🇽 Magyars · Mexico
1326
+16
🇨🇦 Celts · Canada
1309
+17
🇪🇸 Khmer · Spain
1408
-20
🇺🇸 Ethiopians · United States
1240
-13
Player eAPM Actions Feudal Castle Imperial Opening
50 1,776 12:20 29:51 — ⚔ Scout Rush
43 1,534 11:53 27:05 — ⚔ Scout Rush
36 1,266 12:05 25:40 — ⚔ M@A into Skirms
25 891 14:09 28:28 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,990 6,916 3,595 400 21,901 22,411
9,460 9,406 1,680 210 20,756 20,859
12,425 3,905 3,770 200 20,300 20,003
8,035 5,846 1,735 310 15,926 17,200
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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