AoeStats
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African Clearing

510380207Analyzed
2v2 RM · 12h ago on Sep 30, 2026· 33m 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
🇺🇸 Cumans · United States
1148
+15
🇺🇸 Inca · United States
1148
+15
🇹🇼 Burgundians · Taiwan
1146
-16
🇧🇷 Britons · Brazil
1106
-14
Player eAPM Actions Feudal Castle Imperial Opening
45 1,524 15:01 27:45 — ⚔ Champis into Towers
28 953 15:48 22:08 — ⛏ Fast Castle
25 838 17:31 — — ⚔ Archer Rush
21 724 13:27 26:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,725 8,197 3,880 1,050 21,852 23,446
9,170 7,173 2,350 1,055 19,748 21,380
8,540 3,394 2,060 1,525 15,519 15,162
4,875 1,890 185 225 7,175 9,470
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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