AoeStats
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African Clearing

506657884Analyzed
2v2 RM · 27d ago on Sep 14, 2026· 38m 43s· 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
🇫🇮 Romans · Finland
1189
+14
🇦🇷 Dravidians · Argentina
1125
+17
vs
🇺🇸 Celts · United States
1156
-16
🇪🇸 Hindustanis · Spain
1137
-15
Player eAPM Actions Feudal Castle Imperial Opening
31 1,199 13:58 21:54 — ⚔ M@A FC
30 1,164 13:00 28:41 — ⚔ Scouts into Archers
25 979 11:55 23:12 34:20 ⚔ Archer Rush
21 812 12:01 26:41 —

Resources

Player Food Wood Gold Stone Spent Collected
11,475 7,285 2,785 1,075 22,620 24,500
9,485 6,718 2,615 950 19,768 20,336
7,080 6,355 5,200 210 18,845 19,519
6,270 6,830 2,645 300 16,045 18,119
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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