AoeStats
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African Clearing

506302299Analyzed
2v2 RM · 18d ago on Sep 13, 2026· 52m 42s· 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
🇺🇸 Aztecs · United States
1170
+18
🇺🇸 Tupi · United States
1168
+18
🇦🇷 Slavs · Argentina
1253
-19
🇺🇸 Bengalis · United States
1180
-17
Player eAPM Actions Feudal Castle Imperial Opening
39 2,069 14:37 19:56 37:45 ⚔ Scouts FC
36 1,900 14:29 19:51 33:16 ⛏ Fast Castle
29 1,523 14:33 19:02 36:16 ⚔ Skirms FC
24 1,290 12:40 16:58 35:52 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,505 16,935 17,760 3,000 64,200 72,141
23,135 20,460 12,575 4,700 60,870 67,606
32,260 13,975 6,315 1,800 54,350 57,185
20,030 14,829 7,530 2,545 44,934 46,571
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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