AoeStats
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African Clearing

505586018Analyzed
2v2 RM · 21d ago on Sep 10, 2026· 34m 36s· 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 · Peru
1273
+16
🇵🇪 Khitans · Peru
1233
+18
🇦🇷 Persians · Argentina
1268
-17
🇦🇷 Vietnamese · Argentina
1265
-17
Player eAPM Actions Feudal Castle Imperial Opening
56 1,925 14:11 26:30 — ⚔ Scout Rush
39 1,356 12:01 22:12 — ⚔ Scout Rush
25 857 13:29 19:47 — ⛏ Fast Castle
23 809 12:39 18:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,045 6,587 250 2,460 18,342 18,467
7,095 5,485 2,125 400 15,105 16,411
8,190 5,174 1,090 325 14,779 18,095
3,000 2,081 250 100 5,431 5,147
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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