AoeStats
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African Clearing

511785358Analyzed
2v2 RM · 8d ago on Oct 6, 2026· 58m 8s· 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
🇬🇧 Vietnamese · United Kingdom
1129
+12
🇬🇧 Mongols · United Kingdom
1009
+16
vs
🇨🇿 Mongols · Czechia
1027
-14
🇨🇿 Berbers · Czechia
1024
-14
Player eAPM Actions Feudal Castle Imperial Opening
55 3,216 11:07 23:43 39:36 ⚔ Scout Rush
28 1,624 12:44 24:20 47:07 ⚔ Archer Rush
27 1,558 13:30 17:17 47:15 ⛏ Fast Castle
16 912 13:25 19:24 53:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,075 20,117 11,360 2,670 55,222 59,271
27,450 15,671 9,030 2,150 54,301 59,932
15,950 23,160 11,080 1,900 52,090 56,002
22,550 13,395 10,365 500 46,810 54,026
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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