AoeStats
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African Clearing

512736742Analyzed
2v2 RM · 9d ago on Oct 10, 2026· 50m 40s· 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 · Russia
1602
+10
🇲🇦 Khmer · Morocco
1394
+18
vs
🇲🇽 Burgundians · Mexico
1480
-15
🇺🇸 Khitans · United States
1441
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 2,772 11:01 34:02 49:43 ⚔ Scout Rush
42 2,139 12:31 19:34 39:55
37 1,860 12:41 18:16 36:02 ⛏ Fast Castle
25 1,260 12:19 43:11 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,455 12,445 5,580 3,300 47,780 49,087
22,480 11,216 10,130 3,500 47,326 48,648
22,650 8,521 9,325 2,250 42,746 50,943
12,625 8,338 1,520 300 22,783 23,813
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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