AoeStats
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African Clearing

512023020Analyzed
2v2 RM · 6d ago on Oct 7, 2026· 49m 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
🇺🇸 Hindustanis · United States
1412
+14
🇸🇰 Mongols · Slovakia
1320
+18
vs
🇧🇾 Varangians · Belarus
1383
-17
🇷🇺 Mongols · Russia
1336
-15
Player eAPM Actions Feudal Castle Imperial Opening
55 2,700 11:25 30:34 — ⚔ Scout Rush
38 1,870 13:12 16:43 42:04 ⛏ Fast Castle
29 1,449 12:11 21:55 46:51 ⚔ Scout Rush
18 863 12:43 25:16 45:20 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,920 17,055 9,850 3,420 50,245 52,419
15,580 13,475 9,555 5,050 43,660 46,247
15,935 7,547 6,395 400 30,277 30,079
13,745 9,854 1,890 1,235 26,724 28,031
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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