AoeStats
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Hill Fort

504004944Analyzed
2v2 RM · 6d ago on Sep 3, 2026· 55m 21s· 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
🇦🇺 Maya · Australia
791
+10
🇦🇺 Japanese · Australia
728
+12
🇧🇦 Shu · Bosnia & Herzegovina
691
-13
🇷🇺 Persians · Russia
603
-9
Player eAPM Actions Feudal Castle Imperial Opening
22 1,226 9:24 27:10 ⚔ Archers into Skirms
22 1,223 10:10 24:06 54:21 ⚔ Archers into Scouts
15 834 8:52 25:30 45:10
13 732 9:53 25:10 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
12,300 14,135 10,475 3,450 40,360 44,776
16,580 11,330 9,640 1,300 38,850 43,957
16,000 12,676 5,175 2,800 36,651 42,274
8,915 5,710 1,160 100 15,885 18,121
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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