AoeStats
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African Clearing

513338725Analyzed
2v2 RM · 5d ago on Oct 13, 2026· 71m 21s· 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
🇺🇸 Spanish · United States
632
+12
🇺🇸 Persians · United States
632
+12
vs
🇲🇽 Italians · Mexico
611
-14
🇦🇷 Sicilians · Argentina
479
-15
Player eAPM Actions Feudal Castle Imperial Opening
20 1,432 13:27 23:13 46:58
13 951 13:20 22:17 37:30 ⛏ Fast Castle
12 823 13:41 19:08 46:52 ⛏ Fast Castle
11 759 18:04 33:53 53:18 ⚔ Drush into Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
32,555 16,875 21,570 3,100 74,100 101,158
25,380 20,535 7,430 4,080 57,425 73,000
24,035 13,665 13,285 2,350 53,335 70,472
13,775 17,448 9,560 2,885 43,668 65,926
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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