AoeStats
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African Clearing

513171908Analyzed
2v2 RM · 4d ago on Oct 12, 2026· 72m 33s· 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
🇨🇳 Varangians · China
1188
+15
🇺🇸 Aztecs · United States
1149
+17
vs
🇩🇪 Ethiopians · Germany
1165
-16
🇩🇪 Berbers · Germany
1165
-16
Player eAPM Actions Feudal Castle Imperial Opening
61 4,432 12:27 23:19 45:58 ⚔ Scout Rush
46 3,340 12:40 18:14 38:32 ⛏ Fast Castle
36 2,622 13:05 22:30 41:39 ⚔ Skirmisher Rush
33 2,381 12:54 21:06 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
47,800 21,114 35,755 3,865 108,534 108,763
48,685 27,808 24,785 4,150 105,428 121,904
39,575 25,133 14,615 4,600 83,923 85,293
14,925 17,955 18,300 2,455 53,635 55,304
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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