AoeStats
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African Clearing

510574337Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 45m 56s· 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
🇨🇳 Vikings · China
1394
+15
🇨🇳 Khmer · China
1390
+15
🇨🇿 Mongols · Czechia
1374
-15
🇨🇿 Inca · Czechia
1371
-15
Player eAPM Actions Feudal Castle Imperial Opening
54 2,475 14:36 27:19 44:44 ⚔ Champis into Archers
44 2,028 13:06 18:37 — ⛏ Fast Castle
32 1,470 11:55 21:50 42:34 ⚔ Scout Rush
28 1,296 12:20 24:10 44:14 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,625 10,394 11,620 2,550 45,189 49,053
19,625 8,125 9,500 1,600 38,850 39,583
13,030 10,701 6,015 1,405 31,151 35,713
11,830 10,879 6,845 950 30,504 32,783
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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