AoeStats
← Kanaroko

African Clearing

511679448Analyzed
2v2 RM · 11d ago on Oct 6, 2026· 37m 3s· 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
🇺🇸 Tatars · United States
1264
+11
🇺🇸 Varangians · United States
1263
+11
vs
🇨🇳 Danes · China
1172
-11
🇦🇷 Huns · Argentina
1148
-11
Player eAPM Actions Feudal Castle Imperial Opening
54 1,989 13:52 17:42 — ⛏ Fast Castle
34 1,272 13:56 18:21 — ⛏ Fast Castle
34 1,267 14:14 22:42 — ⚔ Scout Rush
31 1,154 14:46 23:15 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
13,015 9,827 3,120 1,955 27,917 30,076
12,445 10,016 1,605 1,375 25,441 29,914
9,310 7,383 3,355 530 20,578 24,704
7,465 7,534 4,205 1,025 20,229 21,545
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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