AoeStats
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African Clearing

511377708Analyzed
2v2 RM · 15d ago on Oct 4, 2026· 31m 53s· 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
🇳🇱 Muisca · Netherlands
1219
+15
🇳🇱 Portuguese · Netherlands
1212
+16
vs
🇲🇽 Danes · Mexico
1231
-17
🇲🇽 Bohemians · Mexico
1173
-14
Player eAPM Actions Feudal Castle Imperial Opening
38 1,201 14:11 17:44 — ⛏ Fast Castle
30 959 15:09 26:29 — ⚔ M@A Rush
24 769 17:47 22:14 — ⛏ Fast Castle
20 644 14:46 18:48 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,375 5,426 2,790 950 15,541 16,763
4,840 3,196 1,510 950 10,496 11,515
4,395 4,586 1,195 200 10,376 11,941
4,650 3,555 475 985 9,665 9,548
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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