AoeStats
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African Clearing

511432983Analyzed
2v2 RM · 15d ago on Oct 5, 2026· 43m 38s· 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
🇺🇸 Khmer · United States
1083
+12
🇺🇸 Mongols · United States
1011
+15
vs
🇦🇷 Vietnamese · Argentina
1055
-16
🇷🇺 Celts · Russia
935
-11
Player eAPM Actions Feudal Castle Imperial Opening
52 2,288 13:33 17:23 33:08 ⛏ Fast Castle
32 1,412 12:45 24:35 39:38 ⚔ Archer Rush
29 1,261 13:35 20:56 34:52 ⛏ Fast Castle
24 1,032 15:31 24:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,095 23,328 12,960 1,270 54,653 61,111
9,330 9,773 4,760 1,600 25,463 28,520
9,260 7,150 3,950 1,300 21,660 22,418
7,430 3,215 1,035 4,300 15,980 16,725
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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