AoeStats
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African Clearing

518271663Analyzed
2v2 RM · 2d ago on Nov 2, 2026· 21m 43s· 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
1046
+14
🇺🇸 Britons · United States
1033
+15
vs
🇬🇧 Koreans · United Kingdom
1019
-15
🇨🇴 Mongols · Colombia
1002
-14
Player eAPM Actions Feudal Castle Imperial Opening
32 694 12:17 — — ⚔ Scout Rush
19 416 12:13 — — ⚔ Scout Rush
15 321 13:27 19:08 — ⛏ Fast Castle
13 287 14:40 19:27 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
4,035 2,153 400 300 6,888 7,013
4,365 2,100 200 100 6,765 6,434
3,640 2,645 150 0 6,435 7,591
3,420 1,578 340 100 5,438 6,124
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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