AoeStats
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African Clearing

503889840Analyzed
2v2 RM · 6d ago on Sep 2, 2026· 65m 46s· 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
🇺🇸 Britons · United States
1131
+15
🇺🇾 Romans · Uruguay
1065
+18
🇦🇷 Lithuanians · Argentina
1183
-20
🇦🇷 Franks · Argentina
1017
-12
Player eAPM Actions Feudal Castle Imperial Opening
45 2,982 13:26 21:59 33:33 ⚔ Archer Rush
33 2,172 13:01 17:22 44:22 ⛏ Fast Castle
33 2,196 13:50 27:05 45:02 ⚔ M@A Rush
23 1,517 13:50 19:40 48:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,670 22,079 18,010 3,205 64,964 67,288
23,125 27,870 4,960 2,885 58,840 58,618
26,210 18,119 9,155 1,800 55,284 60,405
26,605 14,114 11,365 2,105 54,189 63,119
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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