AoeStats
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African Clearing

510589660Analyzed
2v2 RM · 2h ago on Oct 1, 2026· 32m 28s· 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
🇺🇸 Burgundians · United States
1126
+14
1050
+17
🇬🇧 Vietnamese · United Kingdom
1107
-17
🇬🇧 Franks · United Kingdom
1045
-14
Player eAPM Actions Feudal Castle Imperial Opening
33 1,073 14:36 26:06 — ⚔ Archer Rush
29 929 15:20 26:45 — ⚔ Scout Rush
26 845 14:25 21:19 — ⚔ FC into Skirms
18 597 15:54 26:54 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,950 5,120 2,435 225 12,730 12,364
6,075 4,615 985 950 12,625 14,533
5,835 3,930 1,700 100 11,565 11,903
5,395 3,790 960 1,020 11,165 10,930
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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