AoeStats
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African Clearing

513034732Analyzed
2v2 RM · 4d ago on Oct 11, 2026· 35m 0s· 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
🇺🇸 Saxons · United States
1351
+12
🇺🇸 Varangians · United States
1223
+17
vs
🇦🇷 Danes · Argentina
1258
-15
🇦🇷 Vikings · Argentina
1242
-14
Player eAPM Actions Feudal Castle Imperial Opening
41 1,422 12:34 26:34 — ⚔ Scouts into Towers
38 1,325 13:08 24:00 — ⚔ Scout Rush
36 1,244 11:53 22:20 — ⚔ M@A Rush
35 1,242 12:51 32:14 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,980 5,595 1,950 200 17,725 19,445
7,820 6,229 1,935 300 16,284 17,670
4,965 5,462 2,755 1,145 14,327 14,114
4,335 2,242 300 1,125 8,002 7,096
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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