AoeStats
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African Clearing

504329385Analyzed
2v2 RM · 27d ago on Sep 4, 2026· 52m 6s· 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
🇺🇸 Franks · United States
781
+17
🇺🇸 Japanese · United States
762
+17
🇦🇷 Malay · Argentina
792
-17
🇦🇷 Inca · Argentina
791
-17
Player eAPM Actions Feudal Castle Imperial Opening
26 1,360 14:35 24:58 41:06 ⚔ Archer Rush
26 1,333 14:51 33:18 50:25 ⚔ Archer Rush
16 816 18:14 27:26 48:08 ⚔ M@A into Archers into Skirms
6 289 17:32 28:18 —

Resources

Player Food Wood Gold Stone Spent Collected
16,520 13,990 7,045 1,775 39,330 39,388
13,800 8,710 4,160 2,400 29,070 29,871
11,115 7,465 2,980 2,080 23,640 30,265
9,875 6,005 3,260 1,700 20,840 25,093
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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