AoeStats
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African Clearing

504388745Analyzed
2v2 RM · 27d ago on Sep 5, 2026· 56m 53s· 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
1218
+15
🇺🇸 Vietnamese · United States
1215
+15
🇺🇾 Berbers · Uruguay
1213
-15
🇦🇷 Hindustanis · Argentina
1190
-15
Player eAPM Actions Feudal Castle Imperial Opening
46 2,589 15:36 19:04 44:58 ⛏ Fast Castle
36 2,050 14:37 34:48 53:06 ⚔ Archers into Skirms
30 1,693 12:46 17:40 45:58 ⛏ Fast Castle
24 1,359 13:37 26:00 — ⚔ Towers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
18,345 10,973 10,925 3,000 43,243 47,956
13,100 14,895 10,620 2,350 40,965 48,603
14,550 14,803 3,555 1,575 34,483 38,439
9,325 8,420 3,750 2,860 24,355 24,106
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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