AoeStats
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African Clearing

510520004Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 39m 35s· 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
🇬🇧 Inca · United Kingdom
1080
+14
🇦🇷 Japanese · Argentina
1079
+14
🇫🇷 Hindustanis · France
1049
-14
🇫🇷 Malians · France
1034
-14
Player eAPM Actions Feudal Castle Imperial Opening
49 1,925 14:15 22:43 36:36 ⚔ Scouts into Skirms
26 1,038 15:19 22:36 — ⚔ Archer Rush
18 702 14:37 19:19 — ⛏ Fast Castle
16 652 12:25 17:07 38:03 ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
11,500 8,805 5,235 1,700 27,240 30,587
6,695 6,788 3,350 1,600 18,433 20,058
7,715 6,322 2,725 1,500 18,262 20,362
6,695 5,598 905 945 14,143 16,025
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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