AoeStats
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African Clearing

513303196Analyzed
2v2 RM · 1d ago on Oct 13, 2026· 47m 4s· 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 · China
1341
+13
🇨🇦 Mongols · Canada
1328
+14
vs
🇺🇸 Tatars · United States
1287
-14
🇺🇸 Varangians · United States
1272
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 2,243 14:03 19:01 — ⛏ Fish Boom FC
39 1,847 14:01 17:32 37:33 ⛏ Fast Castle
30 1,397 11:58 23:34 39:19 ⚔ Scout Rush
24 1,151 15:15 19:10 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,535 11,985 7,530 2,350 39,400 42,367
12,780 11,519 7,425 1,700 33,424 35,850
11,450 12,394 4,445 1,150 29,439 33,100
9,890 5,705 1,670 1,900 19,165 20,175
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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