AoeStats
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African Clearing

510618602Analyzed
2v2 RM · 7h ago on Oct 1, 2026· 40m 47s· 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
🇦🇷 Persians · Argentina
1537
+7
🇬🇧 Mongols · United Kingdom
1303
+15
🇧🇷 Mongols · Brazil
1405
-15
🇧🇷 Varangians · Brazil
1194
-7
Player eAPM Actions Feudal Castle Imperial Opening
52 2,111 12:48 16:59 33:43 ⛏ Fast Castle
34 1,378 11:22 21:24 37:51 ⚔ Scout Rush
33 1,357 12:07 16:33 40:43 ⛏ Fast Castle
26 1,060 14:55 19:27 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,765 12,815 8,095 1,800 41,475 44,163
14,825 12,025 5,760 3,005 35,615 41,051
12,865 10,041 6,340 2,830 32,076 33,123
9,980 6,444 2,020 1,905 20,349 21,891
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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