AoeStats
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African Clearing

511181245Analyzed
2v2 RM · 9d ago on Oct 4, 2026· 46m 4s· 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
927
+18
🇺🇸 Hindustanis · United States
927
+19
vs
🇨🇱 Burmese · Chile
1002
-19
🇨🇳 Slavs · China
965
-18
Player eAPM Actions Feudal Castle Imperial Opening
27 1,221 14:43 25:39 41:53 ⚔ Scout Rush
22 1,016 14:21 23:18 — ⚔ Scout Rush
17 772 13:31 — — ⚔ Scout Rush
13 603 14:03 20:36 41:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,525 11,675 7,535 2,900 39,635 45,268
12,790 13,409 3,975 3,000 33,174 38,177
12,025 7,803 3,755 2,350 25,933 26,980
3,555 1,458 50 100 5,163 9,875
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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