AoeStats
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African Clearing

510838117Analyzed
2v2 RM · 10h ago on Oct 2, 2026· 47m 7s· 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
🇦🇷 Sicilians · Argentina
1574
+15
🇦🇷 Huns · Argentina
1566
+15
🇳🇱 Mongols · Netherlands
1577
-16
🇨🇭 Varangians · Switzerland
1531
-14
Player eAPM Actions Feudal Castle Imperial Opening
57 2,669 13:36 22:51 45:51 ⚔ Archer Rush
47 2,214 11:33 22:42 38:55 ⚔ Scout Rush
34 1,604 14:33 20:06 43:09 ⛏ Fish Boom FC
21 986 12:34 23:58 — ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
21,880 13,525 10,245 3,100 48,750 53,718
16,015 13,215 7,630 1,700 38,560 39,526
12,345 9,280 1,800 3,225 26,650 26,263
9,920 9,266 4,425 1,610 25,221 25,828
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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