AoeStats
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African Clearing

506729583Analyzed
2v2 RM · 17d ago on Sep 14, 2026· 62m 52s· 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
🇨🇦 Huns · Canada
1406
+13
🇬🇧 Persians · United Kingdom
1391
+14
🇨🇱 Hindustanis · Chile
1437
-17
🇨🇱 Huns · Chile
1248
-10
Player eAPM Actions Feudal Castle Imperial Opening
56 3,515 13:33 19:21 48:03 ⛏ Fast Castle
55 3,431 12:25 16:51 50:06 ⛏ Fast Castle
53 3,312 13:41 26:01 50:33 ⚔ Scouts into Archers into Skirms
42 2,648 13:31 18:22 41:14 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
45,385 24,231 22,845 4,970 97,431 101,048
36,970 23,860 17,350 4,835 83,015 86,638
27,355 29,172 12,130 1,700 70,357 78,295
16,910 21,542 16,285 3,895 58,632 62,952
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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