AoeStats
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African Clearing

510402552Analyzed
2v2 RM · 21h ago on Sep 30, 2026· 25m 46s· 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
🇧🇷 Turks · Brazil
1606
+19
🇺🇸 Georgians · United States
1570
+20
🇦🇷 Portuguese · Argentina
1680
-20
🇦🇷 Khmer · Argentina
1657
-19
Player eAPM Actions Feudal Castle Imperial Opening
45 1,167 11:44 20:13 — ⚔ Scout Rush
44 1,132 13:14 16:31 — ⛏ Fast Castle
35 893 10:41 24:29 — ⚔ Archers into Towers
35 914 12:34 19:30 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,635 3,099 1,650 400 10,784 10,163
5,910 3,542 740 300 10,492 10,984
4,285 2,975 805 1,085 9,150 9,352
4,125 2,697 1,280 900 9,002 8,695
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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