AoeStats
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African Clearing

511456860Analyzed
2v2 RM · 14d ago on Oct 5, 2026· 52m 29s· 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 States
1449
+15
🇺🇸 Varangians · United States
1412
+17
vs
🇦🇷 Mongols · Argentina
1486
-18
🇦🇷 Spanish · Argentina
1375
-14
Player eAPM Actions Feudal Castle Imperial Opening
53 2,767 14:17 17:52 47:09 ⛏ Fast Castle
49 2,587 13:42 17:51 — ⛏ Fast Castle
45 2,364 11:15 21:33 36:25 ⚔ Scout Rush
39 2,032 12:44 18:39 36:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,740 25,973 10,115 5,020 67,848 72,784
17,425 22,245 13,405 1,915 54,990 59,538
18,735 22,697 6,045 2,450 49,927 53,212
12,150 9,196 3,455 2,410 27,211 30,648
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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