AoeStats
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Hill Fort

503906989Analyzed
4v4 RM · 7d ago on Sep 2, 2026· 44m 33s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
30 1,341 9:09 29:04 33:37 ◆ FC into Fast Imp
30 1,323 9:47 14:54 36:08 ⛏ Fast Castle
29 1,278 10:55 15:38 33:28 ⛏ Fast Castle
29 1,305 10:52 20:34 ⚔ Fish Boom into Archers
23 1,014 10:17 16:45 33:09 ⛏ Fast Castle
19 845 10:17 22:49 42:25 ⚔ Skirmisher Rush
16 692 11:45
10 448 10:33 29:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,545 17,365 10,520 3,500 46,930 55,605
14,975 11,450 10,030 1,105 37,560 45,238
19,935 10,720 4,180 2,050 36,885 41,236
13,520 11,395 8,135 2,050 35,100 40,821
10,410 9,255 3,840 1,005 24,510 27,481
8,830 7,590 2,610 1,075 20,105 25,464
5,740 4,280 1,825 650 12,495 16,408
4,875 3,491 50 300 8,716 9,986
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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