AoeStats
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Hill Fort

503892380Analyzed
3v3 RM · 7d ago on Sep 2, 2026· 49m 21s· 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
🇵🇹 Burgundians · Portugal
961
+19
🇺🇸 Italians · United States
958
+19
🇳🇴 Turks · Norway
895
+22
🇸🇪 Britons · Sweden
1043
-21
🇸🇪 Saracens · Sweden
1034
-20
🇸🇪 Wu · Sweden
998
-19
Player eAPM Actions Feudal Castle Imperial Opening
43 2,142 10:57 22:04 38:47 ⚔ Archer Rush
24 1,186 12:31 17:31 34:00 ⛏ Fast Castle
24 1,195 11:35 18:50 38:17 ⛏ Fast Castle
18 876 10:04 15:39 30:16 ⛏ Fast Castle
13 658 11:14 18:48 32:30 ⚔ FC into Archers
8 408 12:24 27:12 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
30,135 18,666 13,000 2,835 64,636 70,286
20,605 11,150 16,920 3,750 52,425 61,534
15,775 20,576 9,935 4,525 50,811 55,088
17,860 20,351 10,155 850 49,216 69,777
12,325 18,685 12,060 3,850 46,920 55,120
8,715 8,855 4,480 2,400 24,450 27,811
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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