AoeStats
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African Clearing

517851663Analyzed
2v2 RM · 13d ago on Nov 1, 2026· 61m 20s· 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
🇨🇴 Britons · Colombia
1062
+13
🇨🇦 Koreans · Canada
985
+16
vs
🇵🇪 Huns · Peru
1013
-15
🇵🇪 Mongols · Peru
981
-14
Player eAPM Actions Feudal Castle Imperial Opening
54 3,292 13:15 18:15 52:21 ⛏ Fast Castle
43 2,614 15:05 19:06 55:33 ⛏ Fast Castle
26 1,565 13:15 19:00 48:35 ⛏ Fast Castle
20 1,204 13:45 20:14 41:59

Resources

Player Food Wood Gold Stone Spent Collected
29,115 13,204 20,795 2,750 65,864 73,833
14,020 32,455 13,395 2,100 61,970 74,349
16,175 18,761 11,350 2,565 48,851 60,419
15,640 13,265 6,630 2,850 38,385 40,448
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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