AoeStats
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African Clearing

506270833Analyzed
2v2 RM · 18d ago on Sep 13, 2026· 49m 5s· 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
🇺🇸 Hindustanis · United States
1499
+23
🇦🇷 Mongols · Argentina
1426
+25
🇩🇪 Gurjaras · Germany
1677
-24
🇩🇪 Chinese · Germany
1644
-24
Player eAPM Actions Feudal Castle Imperial Opening
46 2,269 13:12 17:41 43:17 ⛏ Fast Castle
46 2,275 12:28 16:40 39:42 ⛏ Fast Castle
44 2,155 11:53 22:14 40:07 ⚔ Scout Rush
37 1,824 11:45 21:32 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,385 18,139 11,950 2,570 53,044 54,150
19,365 17,766 7,545 3,660 48,336 51,995
15,135 12,475 5,660 960 34,230 35,151
15,985 10,411 2,070 1,495 29,961 30,449
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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