AoeStats
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African Clearing

510768711Analyzed
2v2 RM · 9h ago on Oct 2, 2026· 61m 14s· 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
🇨🇱 Armenians · Chile
1052
+12
🇨🇱 Persians · Chile
974
+16
🇷🇺 Tupi · Russia
975
-14
🇷🇺 Huns · Russia
965
-14
Player eAPM Actions Feudal Castle Imperial Opening
31 1,875 13:08 21:07 43:38 ⛏ Fast Castle
29 1,751 15:38 29:39 58:30 ⚔ M@A into Skirms
26 1,616 15:39 22:54 38:25 ⛏ Fast Castle
18 1,119 16:12 20:45 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,100 14,880 23,045 2,225 70,250 80,466
23,120 17,545 4,550 3,000 48,215 49,664
17,240 13,670 6,420 1,700 39,030 41,147
9,015 5,100 4,160 2,150 20,425 22,403
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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