AoeStats
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African Clearing

510426602Analyzed
2v2 RM · 3d ago on Oct 1, 2026· 48m 10s· 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 · United States
1079
+15
🇺🇸 Vietnamese · United States
986
+20
🇺🇸 Persians · United States
1072
-18
🇳🇴 Japanese · Norway
1044
-17
Player eAPM Actions Feudal Castle Imperial Opening
36 1,733 15:03 23:05 — ⚔ Scout Rush
23 1,119 14:08 21:15 34:31 ⚔ Towers FC into Archers
23 1,099 14:07 22:37 38:32 ⚔ Scout Rush
19 934 12:37 23:26 37:56 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,855 20,344 6,705 3,150 48,054 56,066
17,620 13,135 8,945 2,550 42,250 52,551
15,730 10,545 5,520 1,150 32,945 40,676
11,350 6,537 4,090 1,010 22,987 28,064
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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