AoeStats
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African Clearing

504868193Analyzed
2v2 RM · 25d ago on Sep 6, 2026· 108m 24s· 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
🇨🇿 Portuguese · Czechia
1347
+14
🇨🇿 Aztecs · Czechia
1294
+16
🇲🇽 Burgundians · Mexico
1300
-15
🇲🇽 Dravidians · Mexico
1300
-15
Player eAPM Actions Feudal Castle Imperial Opening
45 4,880 13:48 18:20 29:58 ⛏ Fast Castle
35 3,803 14:03 18:23 36:47 ⚔ FC into Scouts
32 3,472 12:22 21:12 34:34 ⛏ Fast Castle
30 3,261 16:01 20:36 76:22 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
76,825 55,234 45,775 7,930 185,764 213,723
48,760 75,670 30,770 6,950 162,150 176,334
49,655 56,825 31,750 3,900 142,130 170,900
34,400 21,200 10,105 2,555 68,260 72,441
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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