AoeStats
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African Clearing

511337721Analyzed
2v2 RM · 12d ago on Oct 4, 2026· 56m 44s· 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
🇧🇷 Italians · Brazil
1362
+13
🇨🇱 Saxons · Chile
1327
+14
vs
🇺🇸 Berbers · United States
1312
-14
🇺🇸 Mongols · United States
1277
-13
Player eAPM Actions Feudal Castle Imperial Opening
47 2,676 14:51 18:46 34:57 ⛏ Fast Castle
46 2,598 12:55 18:30 35:05 ⚔ Scouts FC
34 1,909 13:32 17:37 37:48 ⛏ Fast Castle
30 1,715 14:01 17:58 35:53 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,330 26,591 24,010 4,300 83,231 91,046
26,055 27,914 21,310 5,880 81,159 84,560
16,615 26,657 13,030 3,650 59,952 66,139
17,775 23,225 10,655 2,550 54,205 57,447
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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