AoeStats
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African Clearing

510591673Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 55m 53s· 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
🇦🇷 Ethiopians · Argentina
943
+15
🇦🇷 Vietnamese · Argentina
932
+15
🇦🇷 Goths · Argentina
916
-15
🇩🇪 Dravidians · Germany
912
-15
Player eAPM Actions Feudal Castle Imperial Opening
32 1,783 14:56 22:13 54:20 ⚔ M@A FC into Archers
21 1,196 16:07 26:49 — ⚔ M@A into Archers
15 857 15:43 21:02 44:13 ⛏ Fast Castle
14 788 16:36 27:40 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
22,815 14,730 14,185 2,460 54,190 63,895
27,880 16,835 7,275 550 52,540 53,695
20,460 11,097 2,295 3,345 37,197 41,403
7,300 11,320 6,405 1,500 26,525 27,948
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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