AoeStats
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African Clearing

510631992Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 47m 30s· 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
🇧🇷 Dravidians · Brazil
1319
+17
🇧🇷 Danes · Brazil
1305
+17
🇦🇷 Mongols · Argentina
1353
-18
🇦🇷 Lithuanians · Argentina
1314
-16
Player eAPM Actions Feudal Castle Imperial Opening
57 2,727 12:54 23:26 44:25 ⚔ Archers into Skirms
36 1,702 12:14 23:15 40:59 ⚔ Tower Rush
31 1,457 13:08 16:50 35:50 ⛏ Fast Castle
26 1,216 11:07 22:39 41:15 ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
17,805 11,725 9,405 1,150 40,085 51,751
14,970 12,164 3,350 3,115 33,599 34,132
14,690 7,657 5,400 1,600 29,347 29,700
9,625 10,559 3,970 1,805 25,959 27,779
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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