AoeStats
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African Clearing

512595087Analyzed
2v2 RM · 9d ago on Oct 10, 2026· 37m 46s· 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
🇧🇷 Inca · Brazil
837
+11
🇨🇳 Berbers · China
791
+14
vs
743
-21
🇪🇸 Byzantines · Spain
724
-12
Player eAPM Actions Feudal Castle Imperial Opening
32 1,212 12:27 27:21 34:39 ⚔ Champis into Fast Imp
24 911 21:44 26:17 — ⚔ Drush FC
23 887 12:02 20:12 34:17 ⛏ Fast Castle
11 421 17:34 25:00 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,365 6,175 4,470 350 22,360 23,927
10,440 4,600 3,175 1,500 19,715 20,342
9,690 6,133 1,180 950 17,953 19,974
8,495 3,425 1,440 875 14,235 15,349
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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