AoeStats
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African Clearing

510451295Analyzed
2v2 RM · 4h ago on Oct 1, 2026· 60m 13s· 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
🇨🇴 Turks · Colombia
695
+12
🇨🇴 Vikings · Colombia
645
+13
🇺🇸 Japanese · United States
601
-13
🇺🇸 Bohemians · United States
591
-12
Player eAPM Actions Feudal Castle Imperial Opening
58 3,481 19:30 33:37 43:54 ⚔ Drush FC
45 2,706 15:57 24:43 40:12 ⛏ Fast Castle
41 2,447 19:28 30:51 43:42 ⚔ Scout Rush
15 930 29:03 46:15 — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,410 17,672 11,610 2,665 49,357 55,676
18,020 18,993 10,425 1,830 49,268 51,641
12,080 28,615 3,720 1,815 46,230 49,158
13,845 12,100 8,465 3,185 37,595 41,842
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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