AoeStats
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African Clearing

510429210Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 63m 59s· 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
🇺🇸 Aztecs · United States
1036
+19
🇺🇸 Magyars · United States
1034
+20
🇨🇱 Bohemians · Chile
1119
-20
🇨🇱 Varangians · Chile
1109
-19
Player eAPM Actions Feudal Castle Imperial Opening
34 2,190 12:39 23:08 48:08 ⚔ Scout Rush
31 1,987 15:53 27:09 54:37 ⚔ M@A into Towers
19 1,229 12:15 27:25 44:50 ⚔ Scout Rush
14 875 13:15 38:54 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,935 18,380 22,045 3,000 69,360 82,419
23,425 21,407 8,335 3,185 56,352 64,364
21,810 14,680 7,295 1,860 45,645 47,789
15,600 11,045 3,445 3,125 33,215 37,786
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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