AoeStats
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Hill Fort

503927233Analyzed
4v4 RM · 2mo ago on Sep 3, 2026· 65m 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
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Player eAPM Actions Feudal Castle Imperial Opening
27 1,801 11:01 24:13 52:27 ⛏ Fast Castle
24 1,550 9:58 22:42 46:45 ⚔ Scouts into Archers
24 1,587 10:58 19:48 32:43 ⛏ Fast Castle
22 1,472 11:50 21:21 31:22 ⚔ Skirmisher Rush
20 1,297 12:07 22:03 28:53 ◆ FC into Fast Imp
19 1,243 9:34 19:06 32:48 ⛏ Fast Castle
17 1,150 10:08 18:42 34:17 ⛏ Fast Castle
14 952 13:11 18:23 33:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,300 25,975 12,960 1,955 69,190 84,874
26,405 17,805 18,565 750 63,525 75,774
21,315 17,763 19,495 750 59,323 63,285
26,965 13,621 10,445 2,700 53,731 57,982
26,150 11,210 12,695 2,740 52,795 60,464
21,645 11,650 12,850 3,280 49,425 62,966
15,310 13,530 8,255 3,385 40,480 43,457
11,655 10,960 3,340 1,505 27,460 29,020
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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