AoeStats
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African Clearing

506962251Analyzed
2v2 RM · 17d ago on Sep 16, 2026· 47m 28s· 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
🇦🇷 Saracens · Argentina
1151
+13
🇦🇷 Khmer · Argentina
1059
+17
🇺🇸 Berbers · United States
1077
-15
🇺🇸 Muisca · United States
1074
-15
Player eAPM Actions Feudal Castle Imperial Opening
39 1,850 14:10 17:37 — ⛏ Fast Castle
37 1,762 14:38 26:12 — ⚔ Archer Rush
30 1,404 13:40 23:23 — ⚔ Scout Rush
15 704 15:55 20:45 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,405 10,659 4,820 1,150 30,034 32,603
9,225 10,788 6,225 1,150 27,388 31,401
9,595 9,412 5,155 1,670 25,832 31,549
5,095 5,013 1,785 425 12,318 12,411
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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