AoeStats
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Hill Fort

503907485Analyzed
2v2 RM · 7d ago on Sep 3, 2026· 46m 24s· 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
🇨🇱 Ethiopians · Chile
1247
+12
🇨🇱 Malians · Chile
1014
+22
🇨🇱 Malay · Chile
1152
-17
🇨🇱 Lithuanians · Chile
1143
-17
Player eAPM Actions Feudal Castle Imperial Opening
59 2,729 11:48 15:40 37:26 ⛏ Fast Castle
43 1,999 10:28 17:22 39:09 ⚔ FC into Archers
43 1,993 11:11 15:46 38:16 ⛏ Fast Castle
37 1,727 10:01 22:07 43:22 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,740 13,240 9,675 1,405 36,060 40,830
12,795 12,224 5,275 200 30,494 33,232
12,585 8,813 6,255 1,630 29,283 31,084
12,455 6,678 2,690 2,150 23,973 25,488
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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