AoeStats
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African Clearing

513282138Analyzed
2v2 RM · 2d ago on Oct 12, 2026· 53m 40s· 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
🇲🇽 Mongols · Mexico
931
+17
🇦🇷 Shu · Argentina
928
+17
vs
🇨🇱 Sicilians · Chile
964
-18
🇺🇸 Vietnamese · United States
924
-16
Player eAPM Actions Feudal Castle Imperial Opening
23 1,249 42:16 46:54 — ⚔ FC into Scouts
16 867 11:58 22:52 47:53 ⛏ Fast Castle
14 730 17:55 27:52 — ⚔ Scout Rush
12 631 15:33 23:27 38:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,910 8,645 4,310 1,930 26,795 35,979
7,270 15,425 2,255 1,600 26,550 28,765
9,880 8,726 5,645 850 25,101 32,906
7,280 5,744 250 1,450 14,724 14,365
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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