AoeStats
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African Clearing

505343513Analyzed
2v2 RM · 23d ago on Sep 9, 2026· 47m 4s· 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
🇵🇪 Khmer · Peru
1415
+13
🇲🇽 Vietnamese · Mexico
1354
+15
🇨🇿 Malians · Czechia
1370
-16
🇨🇿 Huns · Czechia
1303
-12
Player eAPM Actions Feudal Castle Imperial Opening
47 2,208 14:07 16:56 40:16 ⛏ Fast Castle
47 2,234 13:17 33:44 — ⚔ Archer Rush
39 1,822 15:21 19:36 42:33 ⛏ Fast Castle
25 1,194 14:07 — — ⚔ Drush into Towers

Resources

Player Food Wood Gold Stone Spent Collected
19,350 10,810 9,855 1,355 41,370 48,351
17,375 8,965 6,845 2,450 35,635 42,167
6,750 7,510 3,435 740 18,435 18,142
4,590 4,292 215 1,050 10,147 10,487
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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