AoeStats
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African Clearing

505347490Analyzed
2v2 RM · 23d ago on Sep 9, 2026· 75m 23s· 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 · Canada
1520
+13
🇺🇸 Jurchens · United States
1511
+14
🇺🇸 Wei · United States
1469
-14
🇺🇸 Magyars · United States
1459
-13
Player eAPM Actions Feudal Castle Imperial Opening
76 5,749 12:19 20:55 41:52 ⚔ M@A FC
48 3,617 12:50 25:56 47:23 ⛏ Fast Castle
44 3,306 13:35 17:36 42:19 ⚔ FC into Archers
41 3,068 11:41 20:31 46:22 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
52,595 30,681 25,885 2,685 111,846 127,028
51,475 21,076 20,550 4,070 97,171 106,156
38,320 31,706 19,185 3,585 92,796 106,784
34,910 21,902 19,370 3,680 79,862 82,667
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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