AoeStats
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African Clearing

510313239Analyzed
2v2 RM · 5h ago on Sep 30, 2026· 44m 31s· 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
🇹🇷 Mapuche · Türkiye
1590
+16
🇨🇳 Maya · China
1573
+17
🇭🇰 Persians · Hong Kong SAR China
1612
-17
🇭🇰 Mongols · Hong Kong SAR China
1577
-16
Player eAPM Actions Feudal Castle Imperial Opening
60 2,663 14:02 18:29 — ⚔ Drush into Skirms FC
51 2,261 13:44 17:47 36:04 ⛏ Fast Castle
47 2,077 13:17 16:50 — ⛏ Fast Castle
25 1,115 12:01 23:30 39:14 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,675 19,605 11,985 4,310 49,575 55,744
15,955 14,703 9,220 550 40,428 43,442
17,470 12,748 6,675 2,550 39,443 42,426
13,585 13,840 7,200 1,250 35,875 37,149
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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