AoeStats
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Hill Fort

506262514Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 57m 16s· 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
49 2,820 10:20 14:30 35:24 ⛏ Fast Castle
46 2,619 12:20 16:05 32:05 ⛏ Fast Castle
45 2,556 10:26 14:24 31:18 ⛏ Fast Castle
40 2,266 10:03 15:35 31:04 ⛏ Fast Castle
38 2,166 9:36 14:01 29:59 ⛏ Fast Castle
35 1,978 10:44 14:43 32:30 ⛏ Fast Castle
27 1,522 11:43 16:36 31:51 ⛏ Fast Castle
25 1,441 11:29 16:19 34:32 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
61,315 25,270 26,705 2,610 115,900 117,832
63,630 20,225 21,625 2,800 108,280 111,586
44,385 28,285 26,160 3,830 102,660 110,445
36,395 32,968 23,700 2,065 95,128 97,667
36,090 24,895 15,535 2,410 78,930 80,736
20,610 30,015 21,150 4,395 76,170 80,121
32,215 14,820 21,620 3,350 72,005 79,298
31,855 22,778 14,575 2,715 71,923 74,294
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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