AoeStats
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African Clearing

505060348Analyzed
2v2 RM · 26d ago on Sep 7, 2026· 26m 22s· 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 · United States
1235
+15
🇨🇦 Dravidians · Canada
1163
+17
🇳🇱 Japanese · Netherlands
1208
-16
🇦🇷 Inca · Argentina
1197
-16
Player eAPM Actions Feudal Castle Imperial Opening
60 1,577 12:07 23:31 — ⚔ Scout Rush
46 1,225 12:22 — — ⚔ Scouts into Towers
36 960 13:50 — — ⚔ M@A Rush
34 898 14:48 25:01 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,630 4,308 1,145 200 12,283 12,287
4,975 2,520 495 110 8,100 8,622
3,700 2,345 705 100 6,850 7,800
4,610 1,670 50 350 6,680 6,746
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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