AoeStats
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Hill Fort

504250055Analyzed
3v3 RM · 28d ago on Sep 4, 2026· 61m 12s· 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 · Türkiye
1060
+15
🇹🇷 Bulgarians · Türkiye
1060
+15
🇹🇷 Byzantines · Türkiye
996
+18
🇫🇷 Tatars · France
1110
-19
🇺🇸 Bulgarians · United States
1035
-16
🇫🇷 Berbers · France
976
-13
Player eAPM Actions Feudal Castle Imperial Opening
31 1,894 10:03 20:40 37:49 ⚔ Archers into Fish Boom
24 1,443 10:50 26:33 43:35 ⚔ Drush into Fish Boom
22 1,375 10:22 22:05 36:10
18 1,100 13:46 26:59 42:08 ⚔ Archer Rush
17 1,047 10:26 22:36 39:19 ⛏ Fast Castle
13 791 10:55 24:53 38:25 ⚔ Fish Boom into Drush

Resources

Player Food Wood Gold Stone Spent Collected
11,750 26,645 19,630 2,365 60,390 86,294
25,680 17,370 10,310 2,075 55,435 77,210
18,955 19,250 13,525 2,265 53,995 58,761
15,335 15,690 12,860 3,600 47,485 53,975
21,100 6,210 15,270 3,350 45,930 53,459
11,610 6,475 3,305 2,750 24,140 31,390
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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