AoeStats
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African Clearing

512283686Analyzed
2v2 RM · 11d ago on Oct 9, 2026· 48m 18s· 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
🇦🇷 Huns · Argentina
1506
+16
🇦🇷 Malians · Argentina
1458
+18
vs
🇧🇷 Magyars · Brazil
1522
-17
🇨🇳 Berbers · China
1496
-17
Player eAPM Actions Feudal Castle Imperial Opening
56 2,682 12:52 17:10 43:02 ⛏ Fast Castle
49 2,378 12:36 23:50 39:47 ⚔ Scout Rush
30 1,429 12:55 18:52 33:28 ⛏ Fast Castle
23 1,088 12:16 20:28 40:33 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,800 14,670 13,135 2,585 53,190 56,777
17,485 17,266 12,545 2,930 50,226 52,662
26,815 14,313 8,015 580 49,723 51,086
14,660 12,700 6,985 3,105 37,450 38,447
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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