AoeStats
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African Clearing

510471007Analyzed
2v2 RM · 8h ago on Oct 1, 2026· 49m 45s· 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
🇦🇷 Japanese · Argentina
1172
+18
🇺🇸 Mapuche · United States
1172
+18
🇦🇺 Varangians · Australia
1326
-22
🇫🇷 Huns · France
1121
-14
Player eAPM Actions Feudal Castle Imperial Opening
42 2,073 13:25 18:29 — ⛏ Fast Castle
36 1,776 11:31 21:50 — ⚔ Scout Rush
30 1,511 13:21 22:53 45:00 ⚔ M@A Rush
24 1,209 13:33 17:50 40:50

Resources

Player Food Wood Gold Stone Spent Collected
16,620 10,298 6,035 3,125 36,078 37,702
11,745 14,125 5,630 1,355 32,855 35,041
12,080 10,990 4,100 1,600 28,770 31,786
7,750 9,014 7,125 1,050 24,939 26,489
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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