AoeStats
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African Clearing

510350139Analyzed
2v2 RM · 16h ago on Sep 30, 2026· 67m 59s· 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
🇺🇸 Huns · United States
1088
+16
🇻🇳 Vikings · Vietnam
1049
+17
🇨🇷 Mongols · Costa Rica
1090
-17
🇨🇷 Burgundians · Costa Rica
1074
-16
Player eAPM Actions Feudal Castle Imperial Opening
48 3,267 13:44 26:57 42:45 ⚔ Scouts into Archers
39 2,657 13:31 17:55 39:15 ⛏ Fast Castle
26 1,781 13:50 23:50 52:08 ⚔ M@A Rush
25 1,727 14:06 22:20 43:22 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
34,805 32,995 14,490 2,775 85,065 85,560
29,755 25,136 22,035 2,900 79,826 93,503
26,105 23,709 14,445 5,150 69,409 79,955
19,555 20,343 9,840 2,250 51,988 56,817
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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