AoeStats
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African Clearing

511585199Analyzed
2v2 RM · 12d ago on Oct 5, 2026· 69m 57s· 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
🇸🇪 Danes · Sweden
1449
+18
🇸🇪 Varangians · Sweden
1428
+19
vs
🇺🇸 Koreans · United States
1529
-19
🇩🇪 Huns · Germany
1468
-18
Player eAPM Actions Feudal Castle Imperial Opening
41 2,862 11:03 24:36 31:43 ⚔ Scout Rush
39 2,744 12:23 27:40 41:47 ⚔ Scout Rush
28 1,982 13:57 17:43 39:17 ⛏ Fast Castle
21 1,450 14:00 18:42 66:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,630 35,119 25,395 4,670 101,814 105,030
39,190 31,692 18,380 4,255 93,517 110,023
32,095 21,662 14,105 3,100 70,962 74,114
20,560 36,220 5,530 7,120 69,430 73,793
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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