AoeStats
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Hill Fort

503820017Analyzed
2v2 RM · 2mo ago on Sep 2, 2026· 44m 39s· 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 · Germany
754
+13
🇺🇦 Koreans · Ukraine
653
+17
vs
🇮🇳 Sicilians · India
701
-16
🇮🇹 Bulgarians · Italy
666
-14
Player eAPM Actions Feudal Castle Imperial Opening
32 1,409 9:43 23:26 41:56
25 1,127 11:50 22:10 36:45 ⚔ Drush FC into Archers
14 628 11:39 24:08 44:34 ⛏ Fast Castle
12 543 14:43 29:36 44:02 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,645 14,873 6,545 3,230 42,293 45,189
12,880 14,485 5,335 2,080 34,780 38,301
10,735 9,135 2,985 1,525 24,380 26,493
9,395 5,125 2,895 2,085 19,500 20,259
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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