AoeStats
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African Clearing

510344207Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 49m 54s· 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
🇦🇷 Magyars · Argentina
1225
+16
🇦🇷 Huns · Argentina
1188
+17
🇸🇪 Mongols · Sweden
1236
-17
🇸🇪 Huns · Sweden
1194
-16
Player eAPM Actions Feudal Castle Imperial Opening
55 2,739 12:21 22:30 48:13 ⚔ Scout Rush
35 1,724 12:51 17:08 40:08 ⛏ Fast Castle
27 1,360 13:04 22:51 46:11 ⚔ Scout Rush
27 1,368 15:10 20:39 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,200 13,700 5,510 2,900 43,310 43,183
16,385 12,237 9,925 2,605 41,152 44,992
14,030 8,824 6,580 1,900 31,334 31,672
12,060 7,272 5,060 880 25,272 28,734
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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