AoeStats
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African Clearing

513530508Analyzed
2v2 RM · 3d ago on Oct 14, 2026· 47m 24s· 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
🇫🇷 Celts · France
1216
+14
🇺🇸 Tupi · United States
1204
+14
vs
🇺🇾 Spanish · Uruguay
1207
-15
🇨🇱 Saracens · Chile
1135
-13
Player eAPM Actions Feudal Castle Imperial Opening
38 1,799 13:34 18:02 41:55 ⛏ Fast Castle
35 1,680 13:56 19:19 — ⚔ Scout Rush
19 896 13:13 20:38 38:53
17 818 15:28 20:24 39:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,360 12,163 8,560 2,250 39,333 42,073
13,835 11,803 4,165 2,295 32,098 35,540
11,440 10,523 2,715 1,375 26,053 26,669
8,805 8,251 3,635 1,600 22,291 23,883
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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