AoeStats
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African Clearing

505092328Analyzed
2v2 RM · 26d ago on Sep 7, 2026· 82m 35s· 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
1097
+16
🇨🇴 Gurjaras · Colombia
1088
+17
🇦🇷 Spanish · Argentina
1136
-18
🇦🇷 Maya · Argentina
1064
-15
Player eAPM Actions Feudal Castle Imperial Opening
49 4,055 13:37 17:54 41:09 ⛏ Fast Castle
36 2,970 13:00 23:57 43:39 ⚔ Scout Rush
35 2,922 14:26 25:44 45:34 ⚔ Scouts into Archers
23 1,879 12:52 19:57 48:04 ⚔ Scouts FC

Resources

Player Food Wood Gold Stone Spent Collected
56,370 23,719 48,870 5,605 134,564 150,949
55,430 19,530 29,445 4,500 108,905 131,571
45,665 36,384 11,840 1,805 95,694 102,910
30,800 15,844 17,590 1,115 65,349 65,222
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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