AoeStats
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African Clearing

510441624Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 55m 11s· 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
🇺🇸 Varangians · United States
1277
+18
🇺🇸 Italians · United States
1277
+18
🇦🇷 Mongols · Argentina
1417
-21
1244
-15
Player eAPM Actions Feudal Castle Imperial Opening
54 2,958 12:01 28:22 42:17 ⚔ Archer Rush
52 2,895 13:06 22:49 49:32 ⚔ Archer Rush
51 2,811 13:11 17:10 41:53 ⚔ FC into Scouts
42 2,296 12:53 22:16 45:04 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,085 15,576 19,720 3,735 72,116 81,534
25,225 11,191 17,985 950 55,351 63,845
15,620 20,345 14,480 300 50,745 56,550
19,160 16,060 11,205 1,615 48,040 52,451
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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