AoeStats
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African Clearing

506949816Analyzed
2v2 RM · 17d ago on Sep 15, 2026· 46m 52s· 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
🇲🇽 Aztecs · Mexico
1337
+17
🇵🇪 Goths · Peru
1321
+17
🇬🇧 Tatars · United Kingdom
1382
-18
🇬🇧 Shu · United Kingdom
1327
-16
Player eAPM Actions Feudal Castle Imperial Opening
35 1,640 14:08 18:08 35:13 ⚔ FC into Scouts
25 1,170 13:22 17:07 — ⛏ Fast Castle
22 1,016 12:34 17:40 39:41 ⛏ Fast Castle
22 1,028 12:06 16:46 33:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,340 14,908 8,920 1,815 43,983 49,530
19,100 9,314 11,685 3,550 43,649 50,542
15,835 12,137 5,705 3,500 37,177 37,172
11,870 8,281 1,180 1,765 23,096 24,614
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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