AoeStats
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African Clearing

503876141Analyzed
2v2 RM · 6d ago on Sep 2, 2026· 29m 52s· 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
🇦🇷 Japanese · Argentina
879
+13
🇦🇷 Saracens · Argentina
813
+16
🇦🇷 Franks · Argentina
874
-17
🇺🇸 Turks · United States
759
-12
Player eAPM Actions Feudal Castle Imperial Opening
36 1,061 13:25 21:43 ⚔ Archer Rush
29 856 13:58 25:10 ⚔ M@A into Towers
21 625 15:37 ⚔ Drush into Scouts
15 457 13:24 ⚔ Drush into Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
4,740 4,143 795 510 10,188 11,085
5,565 2,605 460 1,485 10,115 11,050
4,545 2,990 1,270 860 9,665 9,959
2,970 2,294 290 325 5,879 5,332
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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