AoeStats
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African Clearing

510628071Analyzed
2v2 RM · 10h ago on Oct 1, 2026· 47m 30s· 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
🇵🇪 Chinese · Peru
1283
+16
🇵🇪 Armenians · Peru
1283
+16
🇳🇱 Shu · Netherlands
1288
-16
🇩🇰 Khitans · Denmark
1287
-16
Player eAPM Actions Feudal Castle Imperial Opening
71 3,368 12:35 27:34 — ⚔ Tower Rush
39 1,836 12:01 17:23 36:39 ⛏ Fast Castle
37 1,771 12:26 27:56 — ⚔ Scout Rush
22 1,027 16:22 29:42 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,595 13,775 9,395 2,600 43,365 49,513
14,290 19,185 4,210 1,285 38,970 43,715
13,755 10,095 3,855 1,150 28,855 34,970
9,060 9,378 1,540 2,605 22,583 24,746
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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