AoeStats
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African Clearing

511651102Analyzed
2v2 RM · 11d ago on Oct 6, 2026· 44m 36s· 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
🇺🇸 Georgians · United States
1115
+13
🇺🇸 Hindustanis · United States
989
+19
vs
🇮🇱 Italians · Israel
1084
-17
🇨🇱 Lithuanians · Chile
1019
-15
Player eAPM Actions Feudal Castle Imperial Opening
23 1,013 13:06 21:59 — ⚔ Scout Rush
22 984 13:08 23:38 39:24 ⚔ Scout Rush
10 435 16:19 23:43 39:51 ⚔ Drush
0 7 — — —

Resources

Player Food Wood Gold Stone Spent Collected
11,205 7,300 4,515 1,800 24,820 29,374
13,615 7,125 2,525 950 24,215 24,673
8,960 4,850 2,540 850 17,200 18,597
0 75 0 0 75 0
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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