AoeStats
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African Clearing

510453831Analyzed
2v2 RM · 12h ago on Oct 1, 2026· 64m 56s· 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
🇲🇽 Varangians · Mexico
1170
+16
🇲🇽 Wei · Mexico
1047
+20
🇲🇽 Japanese · Mexico
1156
-18
🇲🇽 Khitans · Mexico
1156
-18
Player eAPM Actions Feudal Castle Imperial Opening
51 3,314 13:11 21:57 45:32 ⚔ M@A Rush
45 2,900 11:42 18:59 57:55 ⛏ Fast Castle
43 2,773 11:53 24:04 43:26 ⚔ Scout Rush
24 1,555 15:09 31:00 45:39

Resources

Player Food Wood Gold Stone Spent Collected
26,150 17,082 16,935 4,410 64,577 90,581
13,580 24,967 9,635 3,665 51,847 57,924
20,135 15,616 10,010 1,900 47,661 49,029
18,245 14,662 5,935 1,350 40,192 41,875
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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