AoeStats
← javiercoltap

African Clearing

511884989Analyzed
2v2 RM · 10d ago on Oct 7, 2026· 70m 0s· 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
🇨🇱 Japanese · Chile
836
+14
🇺🇸 Mapuche · United States
795
+15
vs
🇨🇴 Bohemians · Colombia
821
-16
🇨🇴 Slavs · Colombia
743
-13
Player eAPM Actions Feudal Castle Imperial Opening
33 2,283 13:22 18:21 32:37 ⛏ Fast Castle
33 2,341 14:16 24:14 63:44 ⚔ FC into Scouts
26 1,788 14:43 31:19 46:39 ⚔ Scout Rush
15 1,049 12:51 28:16 47:25 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
31,205 26,456 14,590 2,375 74,626 87,140
28,180 17,165 19,595 5,000 69,940 73,799
26,170 23,655 8,415 1,200 59,440 93,832
16,185 16,890 9,565 3,110 45,750 45,932
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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