AoeStats
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African Clearing

504371959Analyzed
2v2 RM · 29d ago on Sep 5, 2026· 49m 19s· 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
🇦🇷 Berbers · Argentina
1466
+12
🇦🇷 Vietnamese · Argentina
1370
+16
🇦🇷 Vietnamese · Argentina
1384
-14
🇦🇷 Huns · Argentina
1367
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 2,513 12:38 17:36 42:11 ⛏ Fast Castle
46 2,255 13:10 17:08 38:06 ⛏ Fast Castle
31 1,527 12:04 19:43 40:16 ⛏ Fast Castle
26 1,281 13:30 19:18 42:30 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,200 17,379 9,915 4,625 55,119 59,721
20,645 17,823 11,025 1,350 50,843 53,831
17,420 14,530 6,915 950 39,815 45,768
13,475 15,308 7,695 1,800 38,278 42,875
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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