AoeStats
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African Clearing

503933550Analyzed
2v2 RM · 2mo ago on Sep 3, 2026· 133m 50s· 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
🇺🇸 Franks · United States
976
+18
🇺🇸 Ethiopians · United States
976
+18
vs
🇵🇪 Inca · Peru
1041
-18
🇫🇷 Gurjaras · France
1010
-18
Player eAPM Actions Feudal Castle Imperial Opening
28 3,811 13:12 24:28 39:04 ⚔ Archer Rush
27 3,569 12:46 18:47 41:26
25 3,316 13:51 23:32 39:16 ⚔ Scout Rush
5 612 12:21 18:13 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
76,860 61,530 19,090 6,550 164,030 175,604
23,760 31,750 36,395 5,845 97,750 125,991
42,835 20,395 28,560 4,150 95,940 101,137
7,030 6,140 2,230 1,175 16,575 18,001
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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