AoeStats
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African Clearing

504195725Analyzed
2v2 RM · 27d ago on Sep 4, 2026· 48m 52s· 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
🇧🇾 Spanish · Belarus
1487
+12
🇬🇪 Persians · Georgia
1387
+17
🇪🇸 Japanese · Spain
1409
-15
🇪🇸 Muisca · Spain
1383
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 2,152 13:35 17:38 33:45 ⛏ Fast Castle
36 1,752 13:11 17:24 33:46 ⛏ Fast Castle
34 1,652 13:55 17:42 38:50 ⛏ Fast Castle
27 1,342 14:46 19:28 34:49 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
34,325 21,147 18,360 2,790 76,622 100,264
22,305 21,580 14,700 3,910 62,495 72,414
17,220 19,584 13,925 5,215 55,944 64,483
20,900 12,155 9,990 1,605 44,650 46,714
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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