AoeStats
← AM | MANCO-KUN

African Clearing

510949489Analyzed
2v2 RM · 9h ago on Oct 3, 2026· 22m 3s· 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
1368
+12
🇲🇽 Vietnamese · Mexico
1294
+16
🇲🇽 Georgians · Mexico
1284
-14
🇲🇽 Koreans · Mexico
1279
-14
Player eAPM Actions Feudal Castle Imperial Opening
39 857 12:44 — — ⚔ Scout Rush
31 680 11:54 — — ⚔ Scout Rush
28 616 11:26 — — ⚔ Archer Rush
22 494 13:59 — — ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
6,365 3,194 150 100 9,809 9,650
3,620 3,414 1,720 100 8,854 8,812
2,655 3,092 320 100 6,167 6,386
3,730 1,461 50 100 5,341 5,937
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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