AoeStats
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African Clearing

504511656Analyzed
2v2 RM · 26d ago on Sep 5, 2026· 54m 26s· 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
🇺🇸 Portuguese · United States
983
+15
🇷🇺 Slavs · Russia
928
+18
🇪🇨 Ethiopians · Ecuador
999
-18
🇪🇸 Romans · Spain
933
-15
Player eAPM Actions Feudal Castle Imperial Opening
41 2,227 13:57 26:25 44:22 ⚔ Archer Rush
31 1,697 13:31 19:42 33:50 ⛏ Fast Castle
13 698 13:05 49:17 — ⚔ M@A into Skirms
12 674 15:22 22:58 41:45 ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
22,745 18,280 17,275 3,225 61,525 78,686
17,480 14,314 9,610 1,500 42,904 48,607
11,075 15,570 8,665 1,150 36,460 41,818
8,180 7,245 1,020 1,955 18,400 18,505
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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