AoeStats
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African Clearing

510658161Analyzed
2v2 RM · 2d ago on Oct 2, 2026· 67m 28s· 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
🇨🇴 Muisca · Colombia
1834
+11
🇲🇽 Huns · Mexico
1826
+10
🇺🇸 Gurjaras · United States
1719
-11
🇺🇸 Ethiopians · United States
1701
-10
Player eAPM Actions Feudal Castle Imperial Opening
95 6,395 12:47 17:17 43:25 ⛏ Fast Castle
79 5,332 12:15 16:28 37:15 ⚔ FC into Archers
67 4,515 12:31 16:12 48:32 ⛏ Fast Castle
60 4,067 11:15 22:06 45:44 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
54,090 17,193 29,680 3,635 104,598 107,550
37,760 32,658 28,720 4,400 103,538 109,852
20,590 35,926 24,460 4,715 85,691 90,503
26,910 32,084 18,195 5,175 82,364 89,344
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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