AoeStats
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African Clearing

506634716Analyzed
2v2 RM · 18d ago on Sep 14, 2026· 41m 12s· 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
🇹🇼 Gurjaras · Taiwan
1532
+10
🇹🇼 Khmer · Taiwan
1408
+16
🇦🇷 Bohemians · Argentina
1452
-15
🇨🇳 Vietnamese · China
1348
-11
Player eAPM Actions Feudal Castle Imperial Opening
51 2,096 13:06 17:19 34:59 ⛏ Fast Castle
45 1,834 13:31 17:39 36:55 ⛏ Fast Castle
42 1,742 13:35 16:42 37:52 ⛏ Fast Castle
27 1,094 12:04 18:17 35:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,605 13,010 5,085 2,150 48,850 55,560
14,590 12,320 6,345 2,260 35,515 37,647
8,345 10,500 4,960 2,350 26,155 28,660
10,100 8,715 4,410 2,455 25,680 27,098
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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