AoeStats
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African Clearing

506663214Analyzed
2v2 RM · 18d ago on Sep 14, 2026· 44m 54s· 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
🇹🇷 Spanish · Türkiye
1096
+14
🇯🇵 Cumans · Japan
1092
+14
🇦🇷 Byzantines · Argentina
1077
-15
🇨🇴 Spanish · Colombia
1035
-13
Player eAPM Actions Feudal Castle Imperial Opening
19 869 13:17 23:32 35:59 ⛏ Fast Castle
17 781 12:06 21:40 — ⛏ Fast Castle
13 584 13:48 22:52 39:58 ⚔ Scout Rush
12 533 13:48 22:18 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,305 10,280 11,795 1,780 43,160 49,304
14,785 15,250 3,460 2,350 35,845 41,449
16,910 9,470 7,300 1,890 35,570 37,290
4,770 3,077 1,050 875 9,772 11,563
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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