AoeStats
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African Clearing

511854426Analyzed
2v2 RM · 12d ago on Oct 6, 2026· 48m 40s· 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
🇨🇿 Celts · Czechia
1333
+16
🇨🇿 Varangians · Czechia
1271
+18
vs
🇪🇸 Muisca · Spain
1357
-18
🇨🇱 Mapuche · Chile
1294
-16
Player eAPM Actions Feudal Castle Imperial Opening
34 1,646 13:05 21:02 34:47 ⚔ M@A Rush
31 1,485 12:45 25:56 43:53 ⚔ Archer Rush
28 1,346 13:31 17:58 39:41 ⛏ Fast Castle
26 1,277 12:40 19:13 34:39 ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
22,425 25,238 14,455 3,850 65,968 75,768
18,215 15,089 13,495 2,900 49,699 51,796
20,425 10,750 12,020 1,150 44,345 53,387
12,945 9,391 4,745 1,600 28,681 32,837
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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