AoeStats
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African Clearing

511390989Analyzed
2v2 RM · 14d ago on Oct 4, 2026· 61m 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
🇦🇷 Koreans · Argentina
1383
+13
🇦🇷 Mongols · Argentina
1378
+14
vs
🇬🇧 Saracens · United Kingdom
1348
-14
🇬🇧 Berbers · United Kingdom
1318
-13
Player eAPM Actions Feudal Castle Imperial Opening
47 2,852 12:43 16:39 43:08 ⚔ FC into Towers
47 2,875 11:14 23:50 47:05 ⚔ Scout Rush
33 2,011 11:45 26:20 40:13 ⚔ Archer Rush
32 1,964 12:19 17:24 48:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,980 31,617 11,615 3,935 72,147 81,667
23,990 19,244 7,005 1,275 51,514 59,667
19,635 18,438 9,325 2,350 49,748 50,879
10,845 13,710 9,545 1,700 35,800 38,903
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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