AoeStats
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African Clearing

503878762Analyzed
2v2 RM · 28d ago on Sep 2, 2026· 45m 4s· 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
🇳🇱 Khmer · Netherlands
1357
+13
🇳🇱 Berbers · Netherlands
1335
+14
🇨🇭 Slavs · Switzerland
1342
-16
🇨🇭 Chinese · Switzerland
1255
-12
Player eAPM Actions Feudal Castle Imperial Opening
48 2,175 12:57 18:04 — ⛏ Fast Castle
37 1,676 12:44 17:03 39:08 ⛏ Fast Castle
33 1,507 12:29 16:38 36:57 ⛏ Fast Castle
25 1,120 13:23 16:54 31:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,915 14,820 16,080 1,900 65,715 69,630
24,275 19,949 3,945 4,545 52,714 56,225
13,900 14,171 7,410 3,675 39,156 47,919
8,030 14,943 4,355 1,925 29,253 31,370
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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