AoeStats
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African Clearing

513117010Analyzed
2v2 RM · 6d ago on Oct 12, 2026· 25m 12s· 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
🇨🇦 Poles · Canada
1044
+12
vs
🇲🇽 Bohemians · Mexico
949
-39
🇲🇽 Spanish · Mexico
949
-39
Player eAPM Actions Feudal Castle Imperial Opening
45 1,134 15:11 25:12 — ⚔ Tower Rush
20 513 13:50 18:45 — ⛏ Fast Castle
14 364 22:27 — — ⚔ Drush
5 115 17:56 — — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
4,860 3,435 800 300 9,395 9,668
5,025 2,560 600 735 8,920 9,365
2,490 2,370 40 225 5,125 4,390
1,620 1,125 210 110 3,065 3,932
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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