AoeStats
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African Clearing

513294167Analyzed
2v2 RM · 5d ago on Oct 13, 2026· 82m 45s· 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
🇨🇱 Georgians · Chile
1000
+18
🇨🇱 Koreans · Chile
948
+20
vs
🇨🇴 Saracens · Colombia
1059
-20
🇦🇷 Cumans · Argentina
1023
-18
Player eAPM Actions Feudal Castle Imperial Opening
35 2,936 16:34 23:33 48:03 ⚔ Drush FC into Scouts
30 2,479 13:46 25:46 50:50 ⚔ Archers into Towers
29 2,436 13:10 27:08 68:45 ⛏ Fast Castle
14 1,175 15:21 23:29 72:01 ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
44,205 32,210 29,610 4,950 110,975 112,889
43,030 29,037 21,670 9,005 102,742 122,973
20,975 22,064 8,125 2,675 53,839 57,779
18,495 17,312 5,400 2,475 43,682 50,180
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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