AoeStats
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African Clearing

505752649Analyzed
2v2 RM · 22d ago on Sep 10, 2026· 50m 22s· 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 · Colombia
1464
+13
🇦🇷 Goths · Argentina
1421
+15
🇦🇷 Khmer · Argentina
1456
-16
🇲🇽 Bulgarians · Mexico
1357
-12
Player eAPM Actions Feudal Castle Imperial Opening
85 4,295 11:45 22:09 39:09 ⚔ Scout Rush
47 2,368 14:17 18:39 42:49 ⛏ Fast Castle
35 1,763 13:31 16:52 39:27 ⛏ Fast Castle
34 1,738 13:22 18:04 38:33 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,095 17,285 23,400 1,800 74,580 79,722
34,885 19,954 9,990 3,020 67,849 69,404
29,925 15,356 18,835 1,800 65,916 66,813
33,405 17,934 8,040 3,560 62,939 65,407
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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