AoeStats
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Hill Fort

503783626Analyzed
3v3 RM · 2mo ago on Sep 2, 2026· 29m 25s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇮🇪 Teutons · Ireland
871
+9
🇨🇳 Mongols · China
817
+30
🇹🇷 Chinese · Türkiye
790
+21
vs
🇺🇸 Khmer · United States
715
-26
🇨🇦 Portuguese · Canada
708
-11
🇺🇸 Spanish · United States
676
-9
Player eAPM Actions Feudal Castle Imperial Opening
24 717 10:54 20:08 — ⛏ Fast Castle
22 636 11:29 18:57 — ⛏ Fast Castle
12 359 10:48 20:34 —
10 302 15:33 — —
8 243 10:41 23:28 — ⛏ Fast Castle
7 210 12:37 18:43 25:25 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
6,985 7,845 400 330 15,560 17,928
7,425 4,725 1,320 200 13,670 16,054
5,755 4,410 840 1,050 12,055 13,909
4,975 3,760 200 1,500 10,435 11,274
4,925 1,730 1,480 815 8,950 10,228
4,595 2,100 100 30 6,825 10,419
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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