AoeStats
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African Clearing

511453250Analyzed
2v2 RM · 13d ago on Oct 5, 2026· 29m 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
🇺🇸 Ethiopians · United States
1433
+16
🇺🇸 Varangians · United States
1394
+18
vs
🇲🇽 Cumans · Mexico
1495
-20
🇳🇿 Mapuche · New Zealand
1374
-14
Player eAPM Actions Feudal Castle Imperial Opening
56 1,673 11:29 — — ⚔ Archer Rush
43 1,274 12:56 27:49 — ⚔ Champi Rush
38 1,141 12:31 16:19 — ⛏ Fast Castle
27 809 12:02 23:38 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,575 5,288 2,595 240 13,698 13,269
6,740 4,390 2,085 100 13,315 13,758
5,800 3,616 2,470 750 12,636 12,656
7,125 3,850 1,250 300 12,525 11,675
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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