AoeStats
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African Clearing

505772141Analyzed
2v2 RM · 23d ago on Sep 11, 2026· 34m 49s· 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 · United States
1236
+17
🇺🇸 Tatars · United States
1202
+17
🇲🇦 Celts · Morocco
1251
-17
🇨🇱 Maya · Chile
1242
-17
Player eAPM Actions Feudal Castle Imperial Opening
60 2,080 11:57 25:01 — ⛏ Fast Castle
44 1,537 13:33 22:07 — ⛏ Fast Castle
27 941 14:59 21:40 — ⛏ Fast Castle
19 671 14:55 22:35 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,365 6,800 1,855 980 21,000 21,863
7,725 8,206 3,215 1,050 20,196 20,186
7,355 5,606 3,240 875 17,076 16,969
5,470 3,965 860 455 10,750 11,771
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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