AoeStats
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African Clearing

505157563Analyzed
2v2 RM · 25d ago on Sep 8, 2026· 59m 44s· 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
🇵🇪 Maya · Peru
1328
+11
🇵🇪 Hindustanis · Peru
1074
+21
🇨🇴 Chinese · Colombia
1203
-16
🇨🇴 Poles · Colombia
1197
-16
Player eAPM Actions Feudal Castle Imperial Opening
44 2,626 12:59 17:42 52:30 ⛏ Fast Castle
38 2,266 14:16 25:29 30:21 ⚔ Scouts into Archers into Fast Imp
29 1,716 16:12 25:34 43:27 ⚔ Scout Rush
15 888 12:58 17:37 38:03 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,370 24,055 12,415 3,095 68,935 80,045
22,915 27,298 12,545 2,455 65,213 67,403
14,175 19,247 9,660 6,565 49,647 62,929
18,795 16,222 9,415 2,955 47,387 48,789
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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