AoeStats
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African Clearing

513199865Analyzed
2v2 RM · 6d ago on Oct 12, 2026· 49m 13s· 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
🇦🇷 Koreans · Argentina
1506
+13
🇦🇷 Huns · Argentina
1417
+17
vs
🇪🇸 Bengalis · Spain
1507
-18
🇪🇸 Berbers · Spain
1367
-12
Player eAPM Actions Feudal Castle Imperial Opening
46 2,247 12:32 17:03 36:36 ⛏ Fast Castle
45 2,226 12:55 26:06 46:02 ⚔ M@A into Archers
43 2,126 13:10 18:18 33:21 ⛏ Fast Castle
30 1,490 15:30 27:39 45:52 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
37,295 17,512 11,760 2,450 69,017 72,603
27,515 19,354 10,000 3,345 60,214 60,900
17,440 10,693 6,540 3,375 38,048 41,056
11,085 10,571 7,125 1,625 30,406 30,735
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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