AoeStats
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African Clearing

504646008Analyzed
2v2 RM · 27d ago on Sep 6, 2026· 79m 5s· 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
1065
+16
🇺🇸 Slavs · United States
1040
+17
🇻🇪 Burmese · Venezuela
1081
-17
🇻🇪 Franks · Venezuela
1060
-16
Player eAPM Actions Feudal Castle Imperial Opening
29 2,261 15:36 36:42 53:32 ⚔ Towers into Archers
28 2,191 16:45 31:52 53:38
26 2,070 14:17 39:44 58:05 ⚔ M@A Rush
19 1,525 15:55 24:55 51:32 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,865 20,320 14,395 3,000 62,580 76,177
19,740 14,780 16,190 3,060 53,770 56,636
16,190 9,640 11,790 3,535 41,155 45,181
20,445 9,785 9,070 1,085 40,385 44,500
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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