AoeStats
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African Clearing

506580711Analyzed
2v2 RM · 19d ago on Sep 14, 2026· 60m 7s· 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
🇨🇱 Lithuanians · Chile
1655
+14
🇦🇷 Tupi · Argentina
1596
+16
🇨🇴 Celts · Colombia
1647
-17
🇧🇷 Khitans · Brazil
1564
-13
Player eAPM Actions Feudal Castle Imperial Opening
66 3,940 12:56 17:12 38:58 ⛏ Fast Castle
54 3,239 11:28 24:13 40:30 ⚔ Scout Rush
47 2,813 12:26 19:59 39:07 ⚔ FC into Archers
39 2,353 12:11 19:22 39:19 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
63,765 42,381 27,015 5,055 138,216 139,156
37,730 27,320 20,850 5,395 91,295 100,476
20,920 19,060 19,080 5,330 64,390 68,039
24,700 17,601 12,405 750 55,456 56,682
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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