AoeStats
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Hill Fort

503913712Analyzed
3v3 RM · 29d ago on Sep 3, 2026· 42m 9s· 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
🇺🇸 Armenians · United States
1032
+16
🇺🇸 Saracens · United States
1016
+17
🇺🇸 Hindustanis · United States
1016
+17
🇺🇸 Magyars · United States
1103
-19
🇺🇸 Vietnamese · United States
1012
-16
🇺🇸 Wei · United States
995
-15
Player eAPM Actions Feudal Castle Imperial Opening
46 1,942 10:36 16:44 — ⛏ Fast Castle
34 1,451 11:20 20:20 36:44 ⚔ Scout Rush
33 1,374 9:46 21:12 34:21 ⚔ M@A FC into Skirms
33 1,377 10:23 19:27 40:41 ⚔ Scout Rush
25 1,040 11:01 23:00 — ⚔ Archer Rush
23 966 11:25 20:43 34:54 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,770 13,195 5,420 950 36,335 41,640
15,860 10,800 6,150 985 33,795 42,141
13,615 9,085 6,685 2,215 31,600 36,837
12,680 8,287 6,615 2,800 30,382 37,523
10,920 11,971 3,320 2,405 28,616 30,684
7,750 7,530 2,065 200 17,545 19,707
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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