AoeStats
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African Clearing

513282223Analyzed
2v2 RM · 6d ago on Oct 12, 2026· 54m 10s· 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
🇨🇴 Mongols · Colombia
1334
+16
🇺🇸 Huns · United States
1259
+20
vs
🇦🇷 Vietnamese · Argentina
1333
-18
🇦🇷 Mongols · Argentina
1331
-18
Player eAPM Actions Feudal Castle Imperial Opening
51 2,762 13:08 16:46 49:02 ⛏ Fast Castle
49 2,642 13:14 18:23 — ⛏ Fast Castle
41 2,219 11:58 19:09 42:34 ⚔ Scout Rush
29 1,566 13:22 23:23 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,080 20,076 15,565 2,350 61,071 65,767
14,950 18,838 9,480 300 43,568 47,724
8,640 11,398 5,780 2,305 28,123 29,599
7,105 8,056 1,660 975 17,796 18,239
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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