AoeStats
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African Clearing

510650960Analyzed
2v2 RM · 2d ago on Oct 2, 2026· 28m 30s· 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
🇺🇸 Hindustanis · United States
1022
+14
🇺🇸 Mongols · United States
1013
+14
🇺🇸 Persians · United States
1051
-17
🇺🇸 Vikings · United States
897
-27
Player eAPM Actions Feudal Castle Imperial Opening
34 971 21:07 27:47 — ⛏ Fast Castle
23 653 12:28 24:35 — ⚔ Scout Rush
18 506 12:43 19:14 —
12 339 14:21 25:44 — ⚔ Scouts into Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
4,725 4,015 250 400 9,390 9,377
4,310 3,428 630 300 8,668 9,410
3,970 4,050 290 100 8,410 9,725
3,310 2,773 250 200 6,533 6,220
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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