AoeStats
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African Clearing

506032371Analyzed
2v2 RM · 21d ago on Sep 12, 2026· 51m 50s· 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
🇲🇽 Franks · Mexico
1596
+10
🇨🇱 Tatars · Chile
1593
+10
🇺🇸 Gurjaras · United States
1469
-10
🇺🇸 Huns · United States
1446
-10
Player eAPM Actions Feudal Castle Imperial Opening
108 5,599 14:59 30:04 51:12 ⚔ Scout Rush
40 2,070 13:04 16:56 44:30 ⛏ Fast Castle
33 1,703 12:28 16:47 44:05 ⛏ Fast Castle
18 913 11:26 31:36 — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,210 20,971 20,000 3,650 72,831 75,048
20,675 12,530 9,170 435 42,810 45,684
10,605 14,653 14,015 2,155 41,428 42,599
8,065 5,717 2,335 605 16,722 20,691
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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