AoeStats
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African Clearing

510678346Analyzed
2v2 RM · 21h ago on Oct 2, 2026· 50m 3s· 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
🇨🇴 Burgundians · Colombia
1229
+16
🇺🇸 Berbers · United States
1181
+18
🇦🇷 Berbers · Argentina
1288
-19
🇺🇸 Mongols · United States
1175
-15
Player eAPM Actions Feudal Castle Imperial Opening
67 3,374 13:17 20:50 41:55 ⚔ Scout Rush
57 2,836 15:08 19:10 37:19 ⛏ Fast Castle
34 1,724 12:15 16:37 37:12 ⛏ Fast Castle
27 1,329 13:37 17:31 38:17 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,480 15,526 15,270 3,700 61,976 62,831
15,870 20,218 15,375 3,770 55,233 56,571
19,930 18,388 12,745 2,250 53,313 54,674
22,640 10,011 12,475 1,090 46,216 47,805
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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