AoeStats
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Hill Fort

506729176Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 2m 48s· 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
🇲🇦 Jurchens · Morocco
1558
+11
🇫🇷 Saracens · France
1420
+16
🇫🇷 Britons · France
1414
+17
🇫🇷 Franks · France
1412
+17
🇬🇧 Goths · United Kingdom
1449
-16
🇬🇧 Malay · United Kingdom
1443
-16
🇩🇪 Persians · Germany
1422
-15
🇷🇺 Saracens · Russia
1408
-14
Player eAPM Actions Feudal Castle Imperial Opening
72 203 — — —
52 145 — — —
51 144 — — —
40 112 — — —
32 89 — — —
31 86 — — —
23 64 — — —
18 51 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 100 0 0 350 271
250 100 0 0 350 281
200 100 0 0 300 225
200 100 0 0 300 200
200 100 0 0 300 202
150 100 0 0 250 225
100 100 0 0 200 178
0 0 0 0 0 135
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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