AoeStats
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African Clearing

504142355Analyzed
2v2 RM · 28d ago on Sep 4, 2026· 50m 40s· 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
🇺🇸 Saracens · United States
1203
+17
🇺🇸 Vietnamese · United States
1200
+17
🇹🇷 Cumans · Türkiye
1230
-17
🇦🇷 Berbers · Argentina
1224
-32
Player eAPM Actions Feudal Castle Imperial Opening
48 2,433 16:14 19:53 45:47 ⛏ Fast Castle
40 2,052 12:51 20:01 39:35 ⛏ Fast Castle
38 1,931 14:06 21:08 41:17 ⚔ Archer Rush
31 1,555 12:26 27:05 44:53 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,390 18,581 7,245 1,600 49,816 58,386
15,045 17,153 9,735 2,455 44,388 55,081
15,560 14,790 8,470 3,465 42,285 43,856
16,415 6,803 9,550 2,395 35,163 40,919
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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