AoeStats
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Hill Fort

504325058Analyzed
4v4 RM · 28d ago on Sep 4, 2026· 40m 27s· 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
44 1,792 11:02 17:19 38:08 ⛏ Fast Castle
40 1,622 9:56 23:56 33:06 ⚔ Archer Rush
36 1,465 9:03 23:20 40:17 ⚔ Archer Rush
36 1,453 10:19 19:25 — ⛏ Fast Castle
33 1,338 9:51 22:54 — ⚔ Scout Rush
26 1,061 10:58 21:46 38:30 ⛏ Fast Castle
22 899 11:18 17:01 34:51 ⛏ Fast Castle
12 480 12:06 19:59 38:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,300 10,522 6,545 1,600 36,967 41,563
10,015 11,350 6,595 1,700 29,660 31,476
11,180 9,210 4,375 3,800 28,565 31,172
9,625 8,890 7,370 2,390 28,275 31,828
11,470 9,345 5,225 1,730 27,770 29,552
9,925 7,270 5,845 1,510 24,550 26,709
11,620 3,890 5,920 200 21,630 22,858
8,220 8,791 3,175 1,160 21,346 23,798
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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