AoeStats
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African Clearing

506959484Analyzed
2v2 RM · 16d ago on Sep 16, 2026· 53m 48s· 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
🇺🇾 Magyars · Uruguay
1155
+13
🇦🇷 Burgundians · Argentina
1034
+19
🇨🇱 Vietnamese · Chile
1090
-16
🇨🇱 Lithuanians · Chile
1090
-16
Player eAPM Actions Feudal Castle Imperial Opening
65 3,494 13:19 29:23 — ⚔ Scout Rush
39 2,073 11:53 22:57 41:40 ⚔ Scout Rush
34 1,804 14:20 18:18 35:02 ⛏ Fast Castle
17 901 13:49 26:51 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,615 15,679 12,095 2,550 42,939 50,552
11,515 10,675 5,525 2,250 29,965 33,170
8,660 11,988 4,595 1,490 26,733 27,809
10,305 9,022 1,140 1,380 21,847 21,858
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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