AoeStats
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African Clearing

510883227Analyzed
2v2 RM · 7h ago on Oct 3, 2026· 68m 11s· 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 · Argentina
1169
+17
🇲🇽 Portuguese · Mexico
1141
+19
🇺🇾 Huns · Uruguay
1268
-21
🇧🇷 Vietnamese · Brazil
1131
-15
Player eAPM Actions Feudal Castle Imperial Opening
49 3,335 15:16 19:37 43:58 ⛏ Fast Castle
49 3,339 14:08 18:18 43:13 ⛏ Fast Castle
34 2,319 13:27 17:31 40:20 ⛏ Fast Castle
30 2,019 13:46 18:27 36:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
73,400 27,484 17,530 1,700 120,114 123,216
23,145 44,125 22,515 3,350 93,135 113,923
40,820 14,328 31,760 6,000 92,908 104,312
19,275 31,350 26,555 2,050 79,230 105,435
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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