AoeStats
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African Clearing

504878563Analyzed
2v2 RM · 25d ago on Sep 6, 2026· 55m 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
🇦🇷 Berbers · Argentina
1248
+15
🇦🇷 Burgundians · Argentina
1229
+16
🇺🇸 Vietnamese · United States
1238
-17
🇬🇧 Malay · United Kingdom
1202
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 2,695 11:59 17:22 42:30 ⚔ FC into Archers
38 2,133 12:37 19:07 36:00 ⛏ Fast Castle
34 1,887 14:28 18:53 38:39 ⛏ Fast Castle
20 1,090 13:01 22:15 42:00

Resources

Player Food Wood Gold Stone Spent Collected
30,795 23,904 18,600 1,695 74,994 75,496
20,025 41,575 6,880 1,600 70,080 69,955
30,685 18,363 9,650 2,500 61,198 68,866
17,410 11,933 7,580 1,755 38,678 38,382
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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