AoeStats
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African Clearing

510620793Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 47m 36s· 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
🇦🇷 Vietnamese · Argentina
1557
+9
🇦🇷 Armenians · Argentina
1554
+10
🇨🇱 Hindustanis · Chile
1422
-10
🇨🇱 Mongols · Chile
1390
-9
Player eAPM Actions Feudal Castle Imperial Opening
68 3,233 12:57 25:30 41:58 ⚔ Archer Rush
49 2,356 11:46 23:39 39:29 ⚔ Scouts into Skirms
40 1,906 16:33 29:02 45:02 ⚔ M@A Rush
30 1,421 11:58 16:28 34:52 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,150 16,840 9,740 6,000 46,730 55,707
21,630 13,448 5,925 2,025 43,028 51,078
13,675 13,085 3,110 2,840 32,710 34,557
12,825 11,039 5,280 1,180 30,324 31,747
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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