AoeStats
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African Clearing

505538189Analyzed
2v2 RM · 21d ago on Sep 9, 2026· 54m 39s· 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
🇦🇷 Mongols · Argentina
1562
+13
1442
+19
🇧🇷 Tupi · Brazil
1525
-17
🇧🇷 Khmer · Brazil
1468
-15
Player eAPM Actions Feudal Castle Imperial Opening
65 3,558 12:33 16:51 40:17 ⛏ Fast Castle
64 3,514 10:46 20:51 38:53 ⚔ Scout Rush
58 3,147 11:23 27:24 — ⚔ Towers into Scouts
34 1,873 14:55 18:59 43:11 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,040 21,891 18,025 4,555 64,511 67,635
17,235 24,447 14,770 5,300 61,752 72,663
14,205 25,137 12,475 3,275 55,092 57,601
24,440 11,976 2,835 1,400 40,651 42,183
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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