AoeStats
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African Clearing

505756531Analyzed
2v2 RM · 22d ago on Sep 10, 2026· 64m 4s· 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
🇦🇷 Tupi · Argentina
1315
+14
🇦🇷 Huns · Argentina
1312
+14
🇺🇸 Chinese · United States
1336
-17
🇺🇸 Huns · United States
1196
-11
Player eAPM Actions Feudal Castle Imperial Opening
54 3,432 13:30 17:38 36:01 ⛏ Fast Castle
48 3,092 12:32 16:44 36:20 ⛏ Fast Castle
42 2,706 14:28 18:24 33:15 ⛏ Fast Castle
18 1,167 14:18 18:38 41:02 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,390 40,475 25,295 3,785 95,945 97,120
49,365 16,445 22,095 3,360 91,265 103,498
39,190 14,123 18,425 1,900 73,638 74,738
18,900 28,330 19,865 6,450 73,545 87,001
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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