AoeStats
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African Clearing

505766895Analyzed
2v2 RM · 21d ago on Sep 11, 2026· 44m 55s· 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
🇨🇦 Japanese · Canada
1553
+13
🇺🇸 Mongols · United States
1541
+13
🇺🇸 Jurchens · United States
1522
-15
🇺🇸 Khitans · United States
1435
-11
Player eAPM Actions Feudal Castle Imperial Opening
77 3,438 12:32 17:10 41:14 ⛏ Fast Castle
53 2,402 11:19 18:14 39:30 ⚔ Scout Rush
41 1,862 12:10 26:10 — ⚔ Scout Rush
31 1,381 13:21 16:51 38:04 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,515 16,219 12,810 1,090 44,634 45,469
15,540 9,557 10,760 1,055 36,912 39,099
14,845 10,947 6,725 1,610 34,127 39,289
11,215 9,392 855 525 21,987 23,368
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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