AoeStats
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African Clearing

505299273Analyzed
2v2 RM · 24d ago on Sep 8, 2026· 36m 6s· 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
🇨🇭 Celts · Switzerland
1471
+12
🇨🇭 Ethiopians · Switzerland
1453
+13
🇦🇺 Muisca · Australia
1412
-13
🇩🇰 Persians · Denmark
1372
-12
Player eAPM Actions Feudal Castle Imperial Opening
49 1,770 14:33 19:44 — ⚔ Archers into Skirms
43 1,549 13:23 17:26 — ⛏ Fast Castle
27 972 13:53 19:05 — ⚔ Archer Rush
23 846 12:09 17:22 34:14 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,760 7,400 3,690 1,510 21,360 22,323
9,325 9,020 2,465 405 21,215 22,483
7,925 5,706 1,745 2,250 17,626 17,406
6,780 5,428 2,810 850 15,868 15,676
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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