AoeStats
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African Clearing

513529558Analyzed
2v2 RM · 6d ago on Oct 14, 2026· 75m 15s· 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
🇨🇳 Vietnamese · China
1135
+14
🇺🇸 Jurchens · United States
1057
+16
vs
🇲🇽 Byzantines · Mexico
1085
-15
🇲🇽 Lithuanians · Mexico
1078
-15
Player eAPM Actions Feudal Castle Imperial Opening
31 2,333 14:33 21:38 53:01 ⛏ Fast Castle
27 2,052 17:43 21:25 49:31 ⛏ Fast Castle
20 1,528 13:38 19:55 32:37 ⚔ FC into Skirms
20 1,537 13:10 17:29 34:11 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
41,440 26,870 26,455 6,850 101,615 136,185
33,115 30,111 17,405 5,345 85,976 133,670
35,660 21,770 23,660 3,750 84,840 85,362
28,115 13,916 24,645 500 67,176 70,703
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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