AoeStats
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African Clearing

505131760Analyzed
2v2 RM · 23d ago on Sep 8, 2026· 39m 35s· 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
🇦🇺 Vietnamese · Australia
1021
+17
🇨🇴 Berbers · Colombia
986
+18
🇨🇴 Vietnamese · Colombia
1049
-18
🇨🇴 Cumans · Colombia
1017
-17
Player eAPM Actions Feudal Castle Imperial Opening
38 1,488 16:22 26:18 — ⚔ Scout Rush
35 1,403 13:54 24:53 39:28
24 964 19:23 28:55 — ⚔ Drush into Archers
16 652 14:25 26:23 — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
9,170 8,172 3,155 2,295 22,792 25,068
9,455 7,565 2,150 1,700 20,870 22,117
8,980 6,028 2,780 1,255 19,043 20,369
5,605 6,856 1,545 200 14,206 14,065
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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