AoeStats
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Hill Fort

503856393Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 61m 4s· 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
🇩🇪 Cumans · Germany
1144
+15
🇩🇪 Inca · Germany
1144
+15
🇩🇪 Persians · Germany
1144
+15
🇹🇷 Japanese · Türkiye
1178
-18
🇹🇷 Magyars · Türkiye
1096
-14
🇹🇷 Slavs · Türkiye
1084
-13
Player eAPM Actions Feudal Castle Imperial Opening
43 2,607 9:35 18:31 34:49 ⛏ Fast Castle
40 2,420 10:07 21:10 35:48
34 2,073 9:57 21:13 47:43 ⛏ Fast Castle
33 2,002 8:26 20:54 38:22 ⛏ Fast Castle
29 1,768 12:27 17:41 37:29 ⛏ Fast Castle
25 1,501 11:35 17:23 33:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,435 26,105 14,275 3,650 74,465 86,527
36,200 16,318 18,295 1,490 72,303 87,110
29,040 25,793 9,020 1,350 65,203 69,257
26,970 25,527 8,300 1,500 62,297 74,598
27,010 13,920 18,495 2,800 62,225 65,628
25,680 16,410 14,635 1,530 58,255 62,619
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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