AoeStats
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African Clearing

513486287Analyzed
2v2 RM · 6d ago on Oct 13, 2026· 31m 24s· 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
🇬🇧 Armenians · United Kingdom
1154
+17
🇧🇷 Jurchens · Brazil
1142
+17
vs
🇺🇸 Saxons · United States
1197
-18
🇺🇸 Varangians · United States
1135
-16
Player eAPM Actions Feudal Castle Imperial Opening
53 1,652 13:20 29:52 — ⚔ Scout Rush
36 1,139 12:25 26:48 — ⚔ Scout Rush
17 529 13:48 17:39 — ⛏ Fast Castle
14 444 15:13 19:01 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,610 7,540 1,470 1,605 20,225 21,650
9,605 4,980 1,950 200 16,735 16,838
4,365 5,820 1,605 850 12,640 12,569
7,470 4,189 440 300 12,399 12,886
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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