AoeStats
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African Clearing

511170469Analyzed
2v2 RM · 9d ago on Oct 4, 2026· 26m 48s· 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
🇺🇸 Goths · United States
929
+18
🇺🇸 Hindustanis · United States
929
+18
vs
🇨🇳 Lithuanians · China
1073
-23
🇨🇳 Burgundians · China
858
-13
Player eAPM Actions Feudal Castle Imperial Opening
30 803 13:34 21:14 — ⚔ Scout Rush
26 684 16:44 24:20 — ⚔ Drush FC
24 652 13:53 25:01 — ⚔ Drush into Scouts into Towers
13 358 13:18 19:32 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,750 2,725 1,680 400 10,555 10,626
4,480 3,120 1,200 950 9,750 9,709
4,715 2,697 485 1,130 9,027 8,548
4,415 2,530 400 450 7,795 7,628
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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