AoeStats
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African Clearing

512014757Analyzed
2v2 RM · 9d ago on Oct 7, 2026· 39m 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
🇦🇷 Franks · Argentina
1623
+15
🇦🇷 Goths · Argentina
1525
+19
vs
🇪🇸 Bengalis · Spain
1706
-22
🇪🇸 Wu · Spain
1472
-12
Player eAPM Actions Feudal Castle Imperial Opening
76 3,007 12:07 20:59 35:06 ⚔ Scouts into Skirms
45 1,801 11:15 19:54 35:05
34 1,345 12:41 16:35 34:36 ⛏ Fast Castle
34 1,349 12:18 19:59 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,135 13,435 7,970 1,280 47,820 51,166
19,945 12,373 9,015 3,100 44,433 45,835
14,480 12,653 4,810 2,030 33,973 38,282
10,790 8,601 2,790 1,155 23,336 25,694
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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