AoeStats
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African Clearing

504140389Analyzed
2v2 RM · 27d ago on Sep 4, 2026· 26m 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
🇲🇽 Huns · Mexico
1109
+16
🇲🇽 Maya · Mexico
1096
+17
🇹🇼 Magyars · Taiwan
1116
-17
🇬🇧 Romans · United Kingdom
1100
-45
Player eAPM Actions Feudal Castle Imperial Opening
59 1,591 12:43 21:17 — ⚔ Scout Rush
34 901 12:25 23:17 — ⚔ Archer Rush
29 779 14:21 — —
26 683 13:02 — — ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
4,625 4,750 1,720 985 12,080 12,897
4,850 2,715 1,660 100 9,325 9,401
4,530 2,150 440 5 7,125 9,287
2,850 2,336 50 325 5,561 5,848
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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