AoeStats
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African Clearing

512521189Analyzed
2v2 RM · 9d ago on Oct 10, 2026· 22m 30s· 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
🇺🇸 Lithuanians · United States
1126
+14
🇲🇽 Bengalis · Mexico
1068
+17
vs
🇦🇷 Mongols · Argentina
1139
-18
🇨🇱 Franks · Chile
1025
-13
Player eAPM Actions Feudal Castle Imperial Opening
49 1,093 12:57 — — ⚔ Drush into Towers into Scouts
40 903 14:41 21:53 — ⚔ M@A Rush
28 640 — — —
17 387 18:36 — — ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
3,795 2,345 390 100 6,630 6,341
3,925 1,825 350 100 6,200 7,290
3,520 1,325 190 350 5,385 6,195
800 450 50 100 1,400 740
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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