AoeStats
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African Clearing

510556818Analyzed
2v2 RM · 1d ago on Oct 1, 2026· 30m 12s· 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
🇦🇷 Mongols · Argentina
1785
+6
🇦🇷 Persians · Argentina
1709
+8
🇲🇽 Bengalis · Mexico
1538
-7
🇨🇦 Chinese · Canada
1514
-7
Player eAPM Actions Feudal Castle Imperial Opening
50 1,524 11:31 24:03 — ⚔ M@A into Archers
48 1,441 12:16 25:25 — ⛏ Fast Castle
44 1,336 11:57 16:40 — ⛏ Fast Castle
27 802 17:43 22:00 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,650 6,430 350 1,230 14,660 14,557
8,430 3,858 1,940 410 14,638 14,945
4,025 3,234 2,025 1,550 10,834 11,108
4,475 2,913 1,520 335 9,243 9,274
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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