AoeStats
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African Clearing

511673935Analyzed
2v2 RM · 7d ago on Oct 6, 2026· 98m 16s· 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
🇨🇴 Goths · Colombia
1139
+16
🇵🇪 Varangians · Peru
1134
+16
vs
🇨🇱 Franks · Chile
1151
-16
🇨🇱 Bohemians · Chile
1137
-16
Player eAPM Actions Feudal Castle Imperial Opening
50 4,905 11:36 24:04 41:03 ⚔ Scout Rush
46 4,545 12:50 24:04 45:27
44 4,283 11:30 27:45 44:23 ⚔ Scouts into Archers
34 3,359 14:36 20:32 49:47 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
73,760 40,805 25,045 3,750 143,360 179,183
99,335 21,788 14,825 7,340 143,288 158,465
61,860 31,665 33,390 1,540 128,455 133,448
25,845 42,787 16,230 9,405 94,267 104,307
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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