AoeStats
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African Clearing

511335121Analyzed
2v2 RM · 12d ago on Oct 4, 2026· 45m 13s· 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
🇨🇭 Mongols · Switzerland
1184
+14
🇺🇸 Celts · United States
1158
+15
vs
🇬🇧 Varangians · United Kingdom
1147
-15
🇬🇧 Vietnamese · United Kingdom
1125
-14
Player eAPM Actions Feudal Castle Imperial Opening
33 1,490 14:31 18:32 39:01 ⛏ Fast Castle
31 1,423 13:11 18:15 42:22 ⛏ Fast Castle
28 1,277 12:54 18:13 39:54 ⛏ Fast Castle
25 1,118 12:23 22:12 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,330 9,097 8,295 3,200 49,922 51,897
16,700 8,859 7,720 1,295 34,574 39,013
11,485 11,533 7,825 1,085 31,928 38,358
12,805 10,389 3,925 1,680 28,799 31,888
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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