AoeStats
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African Clearing

510821875Analyzed
2v2 RM · 18h ago on Oct 2, 2026· 44m 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
🇵🇪 Maya · Peru
1002
+13
🇲🇽 Lithuanians · Mexico
940
+15
🇧🇦 Koreans · Bosnia & Herzegovina
935
-14
🇩🇪 Goths · Germany
934
-14
Player eAPM Actions Feudal Castle Imperial Opening
35 1,576 14:27 18:44 36:00 ⛏ Fast Castle
20 895 15:04 23:43 40:21 ⚔ Archer Rush
18 786 15:16 24:03 — ⛏ Fast Castle
14 606 16:04 21:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,520 16,565 8,410 4,005 47,500 52,482
22,885 9,301 8,945 3,300 44,431 52,001
19,105 10,002 7,420 3,060 39,587 42,575
6,155 6,320 1,000 950 14,425 17,565
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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