AoeStats
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African Clearing

510627161Analyzed
2v2 RM · 10h ago on Oct 1, 2026· 44m 37s· 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
🇦🇷 Japanese · Argentina
1208
+18
🇺🇸 Mapuche · United States
1208
+18
🇦🇷 Magyars · Argentina
1247
-19
🇦🇷 Malay · Argentina
1239
-17
Player eAPM Actions Feudal Castle Imperial Opening
63 2,816 12:35 22:56 — ⚔ Scout Rush
38 1,717 13:35 17:31 — ⚔ FC into Skirms
30 1,322 14:02 23:03 38:00 ⚔ M@A Rush
27 1,203 12:55 17:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,040 16,446 7,090 1,150 38,726 39,520
16,470 12,895 3,765 2,350 35,480 39,192
10,975 11,988 5,720 1,090 29,773 33,768
12,095 7,098 4,250 2,350 25,793 32,543
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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