AoeStats
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African Clearing

512432017Analyzed
2v2 RM · 7d ago on Oct 9, 2026· 47m 37s· 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
🇮🇳 Mongols · India
1045
+13
🇮🇳 Maya · India
975
+24
vs
🇺🇸 Lithuanians · United States
982
-15
🇦🇷 Shu · Argentina
982
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 2,231 14:28 25:54 — ⚔ Scouts into Skirms
32 1,515 13:30 17:45 38:40 ⛏ Fast Castle
24 1,159 12:12 21:11 41:19 ⚔ Archer Rush
22 1,040 16:21 22:15 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,635 13,086 6,505 1,050 34,276 37,752
11,550 9,790 7,375 2,450 31,165 32,744
10,880 9,415 3,510 530 24,335 26,389
2,950 7,890 5,370 1,400 17,610 19,762
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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