AoeStats
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African Clearing

512293242Analyzed
2v2 RM · 28d ago on Oct 9, 2026· 38m 18s· 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
🇺🇸 Dravidians · United States
988
+17
🇬🇧 Saracens · United Kingdom
985
+17
vs
🇺🇸 Japanese · United States
1029
-17
🇺🇸 Khmer · United States
1003
-17
Player eAPM Actions Feudal Castle Imperial Opening
37 1,421 14:43 30:55 — ⚔ Scouts into Skirms
37 1,399 14:53 31:39 — ⚔ M@A Rush
34 1,303 13:12 — — ⚔ Archer Rush
14 551 13:03 22:41 — ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
8,615 6,150 1,250 1,525 17,540 17,648
7,630 4,850 1,955 1,400 15,835 18,811
6,290 5,210 1,455 1,325 14,280 13,902
2,325 2,571 185 225 5,306 6,069
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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