AoeStats
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African Clearing

511861391Analyzed
2v2 RM · 1mo ago on Oct 7, 2026· 55m 38s· 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
🇲🇽 Khmer · Mexico
1189
+17
🇲🇽 Vietnamese · Mexico
1189
+17
vs
🇨🇳 Mongols · China
1210
-17
🇳🇮 Huns · Nicaragua
1202
-17
Player eAPM Actions Feudal Castle Imperial Opening
44 2,445 13:57 26:18 46:01 ⚔ Archer Rush
35 1,956 12:58 22:50 45:23 ⚔ Scout Rush
31 1,723 12:19 22:49 40:45 ⚔ Scout Rush
23 1,278 13:22 17:31 54:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,735 8,975 11,300 3,680 48,690 58,639
13,875 14,815 10,870 4,300 43,860 53,021
17,315 9,060 12,045 1,450 39,870 45,367
14,540 7,965 6,265 3,300 32,070 36,099
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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