AoeStats
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African Clearing

510725022Analyzed
2v2 RM · 7h ago on Oct 2, 2026· 48m 1s· 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
🇨🇦 Mongols · Canada
1332
+20
🇬🇧 Khmer · United Kingdom
1284
+22
🇫🇷 Mongols · France
1426
-21
🇫🇷 Berbers · France
1421
-21
Player eAPM Actions Feudal Castle Imperial Opening
70 3,351 10:16 24:16 41:05 ⚔ Archer Rush
50 2,394 10:41 22:40 44:02 ⚔ Scout Rush
34 1,623 10:58 22:38 40:22 ⚔ Scout Rush
33 1,583 13:12 17:46 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,480 12,451 9,245 4,620 51,796 57,964
17,505 19,281 12,195 2,570 51,551 54,916
12,420 13,570 5,125 1,435 32,550 34,928
11,920 10,506 3,545 1,250 27,221 27,387
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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