AoeStats
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African Clearing

506578411Analyzed
2v2 RM · 20d ago on Sep 14, 2026· 41m 33s· 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
🇵🇪 Ethiopians · Peru
1169
+14
🇨🇳 Persians · China
1094
+18
🇺🇸 Gurjaras · United States
1158
-17
🇺🇸 Spanish · United States
1097
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 1,525 12:21 22:15 — ⚔ Scouts into Archers
31 1,275 15:05 24:37 — ⛏ Fast Castle
21 890 12:58 18:34 39:25 ⛏ Fast Castle
12 516 14:12 21:31 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,720 10,825 3,185 1,800 26,530 29,370
9,250 5,240 3,835 950 19,275 22,474
9,755 5,747 1,880 1,050 18,432 20,427
7,410 4,689 3,275 930 16,304 16,282
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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