AoeStats
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African Clearing

511497804Analyzed
2v2 RM · 14d ago on Oct 5, 2026· 34m 50s· 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
🇺🇸 Ethiopians · United States
1169
+14
🇺🇸 Mongols · United States
1166
+15
vs
🇦🇺 Mongols · Australia
1182
-16
🇭🇷 Maya · Croatia
1089
-13
Player eAPM Actions Feudal Castle Imperial Opening
47 1,638 14:10 21:45 —
43 1,496 11:49 26:43 — ⚔ Scout Rush
32 1,114 13:55 18:39 — ⛏ Fast Castle
31 1,092 11:12 23:28 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,130 5,495 2,120 950 18,695 19,359
7,850 5,756 980 1,825 16,411 17,474
7,615 5,269 1,370 950 15,204 19,784
6,030 4,454 1,555 1,175 13,214 14,597
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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