AoeStats
← AM | MANCO-KUN

African Clearing

510947237Analyzed
2v2 RM · 7h ago on Oct 3, 2026· 21m 5s· 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
🇨🇴 Chinese · Colombia
1361
+7
🇲🇽 Vietnamese · Mexico
1284
+10
🇷🇺 Italians · Russia
1208
-10
🇩🇰 Romans · Denmark
1089
-7
Player eAPM Actions Feudal Castle Imperial Opening
41 855 12:01 — — ⚔ Scout Rush
31 645 14:27 18:49 — ⛏ Fast Castle
25 529 12:38 — — ⚔ Archers into Skirms
19 402 12:12 — — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,285 2,520 150 100 9,055 9,115
3,025 3,624 1,045 200 7,894 7,581
4,330 2,062 400 440 7,232 7,454
3,095 1,993 290 225 5,603 6,090
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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