AoeStats
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African Clearing

506852418Analyzed
2v2 RM · 16d ago on Sep 15, 2026· 49m 17s· 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
🇪🇨 Persians · Ecuador
1492
+13
🇳🇱 Vietnamese · Netherlands
1490
+13
🇹🇷 Spanish · Türkiye
1442
-13
🇹🇷 Magyars · Türkiye
1420
-13
Player eAPM Actions Feudal Castle Imperial Opening
46 2,251 15:08 20:02 — ⛏ Fast Castle
43 2,133 12:36 24:45 42:03 ⚔ Scout Rush
39 1,945 14:18 18:50 38:58 ⛏ Fast Castle
33 1,603 13:29 17:46 39:57 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,220 17,671 6,130 1,105 55,126 61,773
21,830 15,481 9,635 1,800 48,746 54,599
14,325 14,973 8,840 3,200 41,338 49,755
16,560 11,134 5,160 2,900 35,754 37,570
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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