AoeStats
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Hill Fort

504077050Analyzed
2v2 RM · 6d ago on Sep 3, 2026· 63m 6s· 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
🇹🇷 Khmer · Türkiye
809
+14
753
+16
🇨🇦 Slavs · Canada
776
-42
🇺🇦 Franks · Ukraine
741
-31
Player eAPM Actions Feudal Castle Imperial Opening
38 2,389 11:10 21:35 49:14 ⛏ Fast Castle
26 1,655 10:13 26:31 52:10 ⚔ Scout Rush
19 1,209 15:46 35:59
10 658 12:19 20:45 40:06 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
22,950 12,025 11,445 2,705 49,125 55,319
20,810 12,690 6,925 3,510 43,935 48,555
16,025 10,185 8,700 2,800 37,710 40,384
9,285 8,260 4,070 1,330 22,945 27,944
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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