AoeStats
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African Clearing

511461000Analyzed
2v2 RM · 12d ago on Oct 5, 2026· 35m 41s· 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
🇮🇹 Hindustanis · Italy
1038
+15
🇮🇳 Japanese · India
986
+17
vs
🇵🇪 Magyars · Peru
1019
-16
🇵🇪 Mongols · Peru
1008
-16
Player eAPM Actions Feudal Castle Imperial Opening
28 999 15:45 22:32 — ⛏ Fast Castle
26 911 13:39 23:47 — ⚔ Scout Rush
25 885 14:31 19:04 — ⛏ Fast Castle
19 669 16:04 23:57 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,875 8,005 3,185 1,610 20,675 23,782
7,395 5,578 830 725 14,528 14,443
6,555 4,260 1,820 850 13,485 15,398
5,355 4,198 1,990 1,095 12,638 12,373
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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