AoeStats
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African Clearing

510656244Analyzed
2v2 RM · 2d ago on Oct 2, 2026· 22m 39s· 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
🇺🇸 Jurchens · United States
1337
+10
🇺🇸 Koreans · United States
1292
+12
🇦🇷 Spanish · Argentina
1244
-13
🇦🇷 Chinese · Argentina
1153
-9
Player eAPM Actions Feudal Castle Imperial Opening
46 1,035 13:15 18:54 — ⚔ Scout Rush
43 977 13:57 19:49 — ⚔ Skirmisher Rush
41 932 12:19 19:13 — ⚔ FC into Archers
38 855 11:17 22:00 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,970 2,563 430 100 8,063 8,072
4,025 2,520 1,060 225 7,830 8,093
3,780 2,158 250 1,500 7,688 7,037
2,965 2,095 250 750 6,060 5,893
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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