AoeStats
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African Clearing

511128604Analyzed
2v2 RM · 14d ago on Oct 3, 2026· 54m 55s· 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
1363
+10
🇦🇷 Varangians · Argentina
1107
+20
vs
🇺🇸 Inca · United States
1213
-15
🇺🇸 Cumans · United States
1212
-15
Player eAPM Actions Feudal Castle Imperial Opening
58 3,186 12:02 24:42 44:08 ⚔ Scout Rush
38 2,076 11:53 21:02 50:35 ⚔ Scout Rush
33 1,801 12:31 21:27 49:30 ⚔ Champi Rush
32 1,784 13:05 27:38 52:13 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,575 12,588 12,485 1,215 48,863 58,065
16,030 16,680 10,310 2,450 45,470 50,340
19,885 11,400 9,845 3,750 44,880 48,852
19,670 12,916 6,570 3,230 42,386 45,157
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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