AoeStats
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African Clearing

511397918Analyzed
2v2 RM · 10d ago on Oct 4, 2026· 118m 51s· 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 · Peru
898
+15
🇦🇷 Jurchens · Argentina
876
+15
vs
🇨🇴 Japanese · Colombia
867
-15
🇨🇴 Khmer · Colombia
867
-15
Player eAPM Actions Feudal Castle Imperial Opening
38 4,557 17:54 26:50 56:45 ⚔ Towers FC
25 2,958 13:44 23:50 44:25 ⚔ Scouts FC
21 2,503 15:36 26:45 116:46 ⚔ Scouts into Towers
9 1,106 19:24 39:21 — ⚔ M@A into Towers

Resources

Player Food Wood Gold Stone Spent Collected
52,650 36,525 42,785 3,825 135,785 137,853
63,850 49,140 17,820 2,825 133,635 142,772
30,835 35,545 8,880 2,440 77,700 78,039
9,230 5,660 1,775 1,225 17,890 18,305
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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