AoeStats
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African Clearing

517106663Analyzed
2v2 RM · 9d ago on Oct 29, 2026· 56m 54s· 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
🇺🇸 Mongols · United States
1256
+15
🇺🇸 Japanese · United States
1190
+18
vs
🇦🇷 Japanese · Argentina
1253
-17
🇲🇽 Lithuanians · Mexico
1223
-16
Player eAPM Actions Feudal Castle Imperial Opening
52 2,982 12:10 22:35 46:33 ⚔ Scout Rush
48 2,705 13:13 20:18 54:26 ⚔ Scout Rush
39 2,243 14:58 18:33 44:56 ⛏ Fish Boom FC
38 2,175 13:07 20:03 48:34

Resources

Player Food Wood Gold Stone Spent Collected
23,845 24,934 9,820 3,275 61,874 67,090
23,340 14,375 14,470 2,475 54,660 58,755
11,030 20,740 13,210 2,955 47,935 53,186
11,420 10,584 7,720 2,250 31,974 32,781
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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