AoeStats
← Gamer of the south

African Clearing

506101799Analyzed
2v2 RM · 21d ago on Sep 12, 2026· 36m 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
🇿🇦 Japanese · South Africa
747
+16
🇿🇦 Britons · South Africa
731
+17
🇳🇴 Lithuanians · Norway
837
-42
🇦🇺 Britons · Australia
671
-14
Player eAPM Actions Feudal Castle Imperial Opening
27 982 15:58 — — ⚔ M@A into Skirms
19 685 19:07 26:26 — ⚔ M@A FC
15 539 17:56 — — ⚔ M@A into Archers
11 389 14:33 24:23 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,405 5,610 1,925 860 16,800 18,290
6,755 5,070 820 225 12,870 14,927
5,725 3,605 1,250 325 10,905 11,356
4,185 2,750 1,795 100 8,830 9,002
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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