AoeStats
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African Clearing

505778472Analyzed
2v2 RM · 2mo ago on Sep 11, 2026· 35m 19s· 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
🇺🇸 Spanish · United States
1220
+12
🇺🇸 Persians · United States
1174
+14
vs
🇺🇸 Mongols · United States
1137
-13
🇺🇸 Huns · United States
1124
-13
Player eAPM Actions Feudal Castle Imperial Opening
43 1,536 11:42 28:35 — ⚔ Scout Rush
36 1,282 12:23 22:01 —
27 965 12:06 27:52 — ⚔ Scout Rush
25 887 14:04 18:10 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,900 6,135 4,145 300 22,480 24,150
6,830 4,886 2,150 850 14,716 16,928
7,525 5,894 900 200 14,519 15,098
6,730 3,596 725 855 11,906 11,752
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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