AoeStats
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African Clearing

510618414Analyzed
2v2 RM · 23h ago on Oct 1, 2026· 47m 34s· 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
🇧🇷 Italians · Brazil
1320
+16
🇧🇷 Georgians · Brazil
1305
+17
🇧🇪 Persians · Belgium
1361
-18
🇧🇪 Vietnamese · Belgium
1288
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 2,398 13:41 32:27 — ⚔ Archer Rush
39 1,869 12:23 16:29 38:49 ⛏ Fast Castle
36 1,701 14:02 24:20 — ⚔ Tower Rush
28 1,322 12:06 24:33 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,190 12,544 8,950 2,450 36,134 38,482
14,905 7,860 4,665 3,700 31,130 31,716
10,425 10,152 3,360 1,650 25,587 27,942
10,435 10,083 2,450 1,350 24,318 28,216
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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