AoeStats
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African Clearing

510959078Analyzed
2v2 RM · 1mo ago on Oct 3, 2026· 60m 22s· 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
🇳🇿 Celts · New Zealand
692
+9
🇦🇹 Maya · Austria
559
+13
vs
🇪🇸 Portuguese · Spain
523
-11
🇹🇷 Romans · Türkiye
515
-11
Player eAPM Actions Feudal Castle Imperial Opening
17 1,000 14:51 23:23 — ⛏ Fast Castle
14 866 13:23 24:53 43:11 ⚔ Skirmisher Rush
11 671 16:09 31:24 56:19 ⚔ Drush into Archers into Skirms
4 261 15:33 — —

Resources

Player Food Wood Gold Stone Spent Collected
11,475 13,785 10,780 1,700 37,740 52,115
18,405 8,190 8,025 1,700 36,320 54,083
14,895 12,255 5,075 3,055 35,280 38,418
3,960 3,895 150 100 8,105 9,245
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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