AoeStats
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Hill Fort

503979430Analyzed
3v3 RM · 6d ago on Sep 3, 2026· 28m 57s· 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
🇧🇪 Romans · Belgium
1020
+2
🇮🇹 Turks · Italy
804
+6
🇹🇷 Persians · Türkiye
764
+7
🇩🇪 Japanese · Germany
663
-9
🇧🇷 Khmer · Brazil
496
-3
🇬🇧 Inca · United Kingdom
447
-3
Player eAPM Actions Feudal Castle Imperial Opening
19 549 11:50 21:28 ⛏ Fast Castle
14 392 9:36 14:59 ⛏ Fast Castle
12 334 14:50 26:16 ⛏ Fish Boom FC
12 357 10:29 20:36 ⛏ Fast Castle
9 271 14:43 25:59
9 248 14:51 21:02 27:41 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
8,310 5,575 1,125 200 15,210 18,920
6,340 6,990 1,725 125 15,180 18,298
5,270 8,550 545 750 15,115 16,940
5,350 5,630 2,350 850 14,180 15,087
6,390 4,195 1,520 865 12,970 15,746
5,690 4,610 605 200 11,105 13,329
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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