AoeStats
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African Clearing

506157977Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 43m 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
🇺🇾 Chinese · Uruguay
1198
+18
🇺🇸 Persians · United States
1090
+22
🇬🇧 Maya · United Kingdom
1271
-21
🇺🇸 Turks · United States
1198
-19
Player eAPM Actions Feudal Castle Imperial Opening
44 1,907 11:52 21:37 41:29 ⛏ Fast Castle
36 1,548 13:08 17:02 39:49 ⛏ Fast Castle
28 1,199 13:12 16:52 40:46 ⛏ Fast Castle
28 1,230 14:46 21:57 — ⚔ Scouts FC

Resources

Player Food Wood Gold Stone Spent Collected
12,250 13,150 9,400 2,250 37,050 39,651
13,770 8,518 3,765 2,150 28,203 28,783
9,470 10,888 5,680 1,705 27,743 32,023
9,170 7,679 1,690 1,350 19,889 23,074
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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