AoeStats
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African Clearing

518454187Analyzed
2v2 RM · 3d ago on Nov 3, 2026· 23m 14s· 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 · Poland
1056
+18
🇬🇧 Malay · United Kingdom
1054
+19
vs
🇦🇺 Persians · Australia
1121
-19
🇦🇺 Khmer · Australia
1100
-18
Player eAPM Actions Feudal Castle Imperial Opening
25 581 12:52 — — ⚔ M@A Rush
22 506 14:21 20:37 — ⚔ Drush FC
17 392 16:44 — — ⚔ Fish Boom into M@A
17 387 12:55 — — ⚔ Towers into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
5,850 2,115 370 200 8,535 8,656
4,425 3,075 655 100 8,255 7,912
4,575 2,340 585 350 7,850 7,238
3,100 1,845 50 600 5,595 5,182
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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