AoeStats
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Hill Fort

503887075Analyzed
2v2 RM · 7d ago on Sep 2, 2026· 86m 21s· 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
🇹🇷 Romans · Türkiye
418
+18
🇹🇷 Khmer · Türkiye
365
+20
🇩🇪 Lithuanians · Germany
461
-19
🇦🇷 Dravidians · Argentina
453
-19
Player eAPM Actions Feudal Castle Imperial Opening
12 1,009 11:49 26:23 58:06 ⚔ Drush into Archers into Skirms
12 1,046 12:20 21:45 36:50 ⛏ Fast Castle
8 699 12:22 24:45 39:26 ⚔ Drush
7 620 11:24 23:28 42:18 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,305 41,070 31,735 2,240 98,350 126,401
23,345 21,315 20,600 7,360 72,620 81,284
32,845 17,735 17,610 3,610 71,800 99,255
30,285 14,175 11,290 2,300 58,050 65,859
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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