AoeStats
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African Clearing

511048845Analyzed
2v2 RM · 10d ago on Oct 3, 2026· 73m 1s· 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 · Türkiye
1193
+11
🇰🇿 Mongols · Kazakhstan
1124
+15
vs
🇹🇼 Khitans · Taiwan
1085
-13
🇹🇼 Japanese · Taiwan
1085
-13
Player eAPM Actions Feudal Castle Imperial Opening
41 2,971 12:40 19:47 43:36 ⚔ Scout Rush
40 2,941 13:59 25:11 45:10 ⚔ Scouts into Skirms into Towers
30 2,158 14:18 22:42 46:57 ⚔ M@A Rush
29 2,101 15:47 20:32 39:32 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
37,625 27,140 9,615 4,525 78,905 84,302
26,580 23,255 17,765 3,705 71,305 91,521
26,855 19,795 17,175 3,600 67,425 70,549
21,280 24,809 6,890 4,345 57,324 58,020
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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