AoeStats
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African Clearing

511173960Analyzed
2v2 RM · 16d ago on Oct 4, 2026· 47m 41s· 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
🇨🇳 Slavs · China
1335
+20
🇺🇸 Turks · United States
1262
+22
vs
🇧🇷 Wei · Brazil
1429
-22
🇧🇷 Spanish · Brazil
1390
-20
Player eAPM Actions Feudal Castle Imperial Opening
71 3,372 15:02 18:34 45:00 ⚔ FC into Scouts
40 1,902 13:05 19:30 39:33
37 1,784 13:08 17:49 44:17 ⛏ Fast Castle
37 1,780 12:19 21:27 42:37 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,640 21,611 12,865 835 61,951 65,058
20,475 14,930 8,315 3,750 47,470 51,082
19,450 14,375 8,145 1,600 43,570 46,944
13,795 12,581 7,510 860 34,746 35,865
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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