AoeStats
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African Clearing

511685226Analyzed
2v2 RM · 12d ago on Oct 6, 2026· 51m 9s· 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
🇨🇦 Spanish · Canada
1240
+12
🇺🇸 Georgians · United States
1103
+17
vs
🇻🇳 Huns · Vietnam
1146
-15
🇨🇳 Varangians · China
1129
-14
Player eAPM Actions Feudal Castle Imperial Opening
46 2,365 13:45 17:49 37:30 ⛏ Fast Castle
34 1,717 13:33 17:25 39:08 ⛏ Fast Castle
25 1,278 14:07 18:54 — ⛏ Fast Castle
16 841 17:47 23:03 34:35 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,870 17,910 6,985 4,575 53,340 63,275
20,325 11,701 10,960 3,075 46,061 50,786
8,215 7,269 3,010 2,350 20,844 23,856
5,690 7,060 785 975 14,510 14,292
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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