AoeStats
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Hill Fort

503947172Analyzed
3v3 RM · 7d ago on Sep 3, 2026· 41m 55s· 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
🇵🇪 Bohemians · Peru
958
+12
🇵🇪 Japanese · Peru
953
+12
🇵🇪 Spanish · Peru
846
+17
🇨🇱 Koreans · Chile
901
-15
🇨🇱 Khmer · Chile
900
-15
🇨🇱 Vietnamese · Chile
817
-11
Player eAPM Actions Feudal Castle Imperial Opening
25 1,033 10:56 19:11 33:27 ⛏ Fast Castle
23 981 10:24 18:09 34:14 ⛏ Fast Castle
20 834 11:02 18:23 38:24 ⛏ Fish Boom FC
19 815 14:38 22:00 32:04 ⛏ Fast Castle
19 786 11:08 23:51 ⛏ Fast Castle
17 728 11:24 17:13 40:48 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,475 14,515 8,345 2,330 35,665 40,392
9,925 16,310 6,370 1,820 34,425 37,565
12,325 6,595 5,050 2,315 26,285 30,153
8,385 5,915 6,265 1,400 21,965 27,447
7,350 5,295 3,850 1,300 17,795 21,010
3,445 3,862 325 930 8,562 9,416
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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