AoeStats
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African Clearing

506584250Analyzed
2v2 RM · 19d ago on Sep 14, 2026· 23m 38s· 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 · Chile
1669
+13
🇦🇷 Malians · Argentina
1612
+15
🇨🇴 Huns · Colombia
1630
-16
🇧🇷 Burgundians · Brazil
1551
-12
Player eAPM Actions Feudal Castle Imperial Opening
74 1,757 13:15 — — ⚔ Archer Rush
51 1,194 11:48 — — ⚔ Archers into Scouts
47 1,121 10:43 21:44 — ⚔ Scouts into Skirms
45 1,054 11:47 — — ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
5,045 3,853 505 200 9,603 9,384
4,590 3,296 1,290 0 9,176 9,873
4,450 3,788 465 100 8,803 8,964
4,395 2,443 975 0 7,813 9,038
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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