AoeStats
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African Clearing

510825222Analyzed
2v2 RM · 14h ago on Oct 2, 2026· 107m 40s· 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
🇵🇦 Malay · Panama
666
+15
🇨🇴 Portuguese · Colombia
662
+16
🇵🇪 Spanish · Peru
672
-16
🇧🇷 Japanese · Brazil
644
-15
Player eAPM Actions Feudal Castle Imperial Opening
36 3,929 17:24 24:14 56:56 ⚔ Drush FC
19 2,099 13:34 24:39 47:51 ⛏ Fast Castle
15 1,574 15:21 25:56 39:42 ⛏ Fish Boom FC
7 737 14:51 23:42 38:51 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
49,685 30,567 21,780 3,900 105,932 106,174
32,505 38,365 30,655 3,825 105,350 123,055
36,045 22,592 26,035 5,050 89,722 107,519
10,425 6,313 3,640 1,845 22,223 27,972
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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