AoeStats
← The Crusader

Hill Fort

504350472Analyzed
4v4 RM · 28d ago on Sep 5, 2026· 64m 12s· 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
79 5,048 9:38 15:14 32:03 ⛏ Fast Castle
73 4,701 10:03 15:15 33:11 ⛏ Fast Castle
45 2,917 11:06 15:38 39:42 ⛏ Fast Castle
41 2,621 12:23 16:39 33:33 ⛏ Fast Castle
40 2,576 10:02 15:57 32:02 ⛏ Fast Castle
31 1,979 8:10 21:10 38:27 ⛏ Fast Castle
31 1,998 10:39 14:35 33:42 ⛏ Fast Castle
22 1,382 10:49 16:35 31:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
41,690 28,855 33,680 4,200 108,425 130,793
25,900 38,015 28,985 4,640 97,540 106,474
42,525 35,338 16,415 3,165 97,443 117,433
34,905 33,090 25,620 3,000 96,615 103,008
38,355 28,338 24,970 2,845 94,508 99,393
40,595 27,775 12,520 2,350 83,240 92,859
40,370 18,735 12,940 5,685 77,730 77,814
24,010 31,985 12,170 3,380 71,545 83,176
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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