AoeStats
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African Clearing

505512468Analyzed
2v2 RM · 24d ago on Sep 9, 2026· 47m 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
🇦🇷 Vietnamese · Argentina
1599
+16
🇦🇷 Persians · Argentina
1504
+20
🇧🇷 Huns · Brazil
1601
-18
🇧🇷 Vietnamese · Brazil
1592
-18
Player eAPM Actions Feudal Castle Imperial Opening
45 2,141 12:40 24:05 — ⚔ Archer Rush
39 1,833 13:27 17:17 33:21 ⛏ Fast Castle
39 1,859 11:52 20:17 39:23 ⚔ Archer Rush
31 1,490 12:39 16:08 36:37 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,590 16,613 13,780 1,600 58,583 59,385
15,560 20,287 11,195 2,110 49,152 54,558
12,350 16,076 10,910 600 39,936 41,494
8,200 8,734 6,360 1,500 24,794 24,825
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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