AoeStats
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Hill Fort

503874834Analyzed
4v4 RM · 7d ago on Sep 2, 2026· 13m 54s· 8 players
Game mode
Random Map
Map size
Large (8 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
🇳🇱 Romans · Netherlands
1074
+13
🇳🇱 Franks · Netherlands
1062
+13
🇳🇱 Turks · Netherlands
973
+17
🇳🇱 Byzantines · Netherlands
958
+18
🇵🇱 Japanese · Poland
1006
-16
🇨🇦 Hindustanis · Canada
1002
-15
🇩🇪 Georgians · Germany
1000
-15
🇭🇷 Britons · Croatia
991
-15
Player eAPM Actions Feudal Castle Imperial Opening
35 484 8:49
29 408 9:09
27 376 11:18
27 370 10:23
27 380 12:19
15 211 11:31
14 200 13:21
11 159 9:25

Resources

Player Food Wood Gold Stone Spent Collected
2,675 1,755 0 0 4,430 4,924
1,975 1,805 50 0 3,830 4,416
1,785 1,864 50 0 3,699 3,942
2,175 1,230 50 95 3,550 3,816
1,875 1,545 50 0 3,470 3,801
1,750 1,530 50 0 3,330 3,965
1,740 1,370 50 0 3,160 3,890
1,500 1,365 50 0 2,915 3,682
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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