AoeStats
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African Clearing

506599071Analyzed
2v2 RM · 18d ago on Sep 14, 2026· 31m 55s· 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
🇦🇷 Cumans · Argentina
884
+13
🇳🇱 Chinese · Netherlands
858
+21
🇮🇳 Vietnamese · India
850
-15
🇨🇳 Burgundians · China
780
-12
Player eAPM Actions Feudal Castle Imperial Opening
34 1,089 14:04 25:45 — ⚔ Drush into Scouts FC
16 516 15:18 21:46 — ⛏ Fast Castle
15 491 16:52 24:03 —
10 324 15:15 22:43 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,420 7,105 1,840 300 17,665 18,825
6,485 5,938 1,990 300 14,713 15,041
6,270 4,290 715 550 11,825 13,191
5,555 3,195 1,515 200 10,465 14,164
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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