AoeStats
← rafaelpereira2007

Hill Fort

503819250Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 47m 54s· 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
🇮🇳 Ethiopians · India
1146
+19
🇮🇳 Burgundians · India
1143
+19
🇮🇳 Spanish · India
1141
+19
🇧🇷 Japanese · Brazil
1252
-21
🇹🇼 Japanese · Taiwan
1197
-18
🇩🇪 Maya · Germany
1160
-17
Player eAPM Actions Feudal Castle Imperial Opening
41 1,980 12:43 19:06 ⚔ FC into Scouts
37 1,795 10:25 16:29 38:01 ⛏ Fast Castle
36 1,741 10:55 16:52 42:38 ⛏ Fast Castle
34 1,631 11:46 23:49 42:08 ⚔ Skirms into Archers
25 1,201 10:18 21:02 39:47 ⚔ Archer Rush
20 958 11:06 21:15 38:24 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,330 10,518 18,145 1,500 57,493 64,255
16,150 15,295 11,665 1,835 44,945 49,583
14,535 13,730 6,630 3,280 38,175 43,743
10,005 9,993 5,575 1,745 27,318 37,577
12,290 7,765 5,170 750 25,975 27,190
11,820 11,263 1,300 1,000 25,383 28,758
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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