AoeStats
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African Clearing

510361179Analyzed
2v2 RM · 18h ago on Sep 30, 2026· 55m 2s· 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
🇦🇷 Inca · Argentina
1194
+12
🇳🇴 Varangians · Norway
1165
+13
🇱🇹 Huns · Lithuania
1169
-14
🇱🇹 Armenians · Lithuania
1050
-11
Player eAPM Actions Feudal Castle Imperial Opening
36 1,989 14:14 20:38 40:05 ⚔ Archer Rush
25 1,398 14:20 29:24 45:15 ⚔ Scouts into Towers
25 1,392 13:24 20:19 48:43 ⛏ Fast Castle
19 1,022 13:28 31:38 —

Resources

Player Food Wood Gold Stone Spent Collected
17,930 13,744 9,275 3,120 44,069 50,240
17,410 9,465 10,250 2,360 39,485 41,033
14,505 12,898 8,440 1,250 37,093 39,169
12,685 13,410 8,395 2,350 36,840 38,313
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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