AoeStats
← Red Calypso

Hill Fort

506540605Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 48m 0s· 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
1570
+11
🇦🇹 Khitans · Austria
1478
+15
🇺🇸 Hindustanis · United States
1443
+16
🇹🇼 Bulgarians · Taiwan
1326
+20
🇺🇸 Cumans · United States
1505
-18
🇺🇸 Bohemians · United States
1441
-15
🇦🇷 Vikings · Argentina
1429
-15
🇦🇹 Persians · Austria
1413
-14
Player eAPM Actions Feudal Castle Imperial Opening
63 3,008 11:41 17:04 31:53 ⛏ Fast Castle
58 2,769 10:51 14:41 38:28 ⛏ Fast Castle
49 2,373 9:41 15:30 37:34 ⛏ Fast Castle
47 2,278 9:47 20:31 28:48 ⚔ Scouts into Fast Imp
44 2,127 10:30 14:51 32:14 ⛏ Fast Castle
39 1,861 8:40 22:14 34:21 ⛏ Fast Castle
35 1,682 10:47 17:07 32:53 ⛏ Fast Castle
25 1,188 11:02 15:02 31:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,270 20,746 11,245 3,515 67,776 73,106
34,650 16,655 12,420 1,610 65,335 71,941
20,995 19,519 9,170 4,000 53,684 59,674
21,535 22,217 7,255 1,590 52,597 57,030
21,310 15,315 12,795 2,730 52,150 57,980
20,885 18,508 9,705 1,825 50,923 57,505
15,580 22,388 10,115 1,500 49,583 55,577
16,725 21,945 7,705 1,550 47,925 50,958
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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