AoeStats
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African Clearing

510687170Analyzed
2v2 RM · 20h ago on Oct 2, 2026· 77m 58s· 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
🇦🇷 Huns · Argentina
920
+17
🇦🇷 Inca · Argentina
919
+17
🇦🇷 Malians · Argentina
968
-18
🇦🇷 Japanese · Argentina
911
-16
Player eAPM Actions Feudal Castle Imperial Opening
31 2,444 18:43 22:35 48:04 ⚔ FC into Skirms
31 2,402 15:12 25:23 45:02 ⚔ Scout Rush
25 1,924 12:54 22:33 44:36 ⚔ Archer Rush
23 1,760 14:50 19:59 38:26 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
50,950 16,295 33,445 6,250 106,940 142,080
28,605 25,650 20,040 5,405 79,700 85,612
38,825 23,535 12,650 2,150 77,160 106,573
25,180 10,457 18,835 1,600 56,072 56,546
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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