AoeStats
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African Clearing

506838480Analyzed
2v2 RM · 18d ago on Sep 15, 2026· 24m 26s· 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
🇧🇷 Italians · Brazil
1537
+15
🇧🇷 Magyars · Brazil
1488
+17
🇻🇳 Koreans · Vietnam
1518
-16
🇪🇨 Persians · Ecuador
1502
-16
Player eAPM Actions Feudal Castle Imperial Opening
43 1,053 11:49 22:40 — ⚔ Scout Rush
37 907 14:36 19:58 — ⛏ Fast Castle
34 835 12:29 21:50 — ⚔ Scout Rush
22 527 13:50 18:10 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,900 5,110 1,270 1,500 11,780 11,183
6,670 3,283 850 300 11,103 11,116
4,075 3,330 1,055 1,400 9,860 10,099
4,380 2,093 350 0 6,823 8,282
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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