AoeStats
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Hill Fort

504939309Analyzed
4v4 RM · 26d ago on Sep 7, 2026· 38m 18s· 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
46 1,781 11:35 18:48 — ⛏ Fast Castle
40 1,528 10:48 22:56 — ⚔ Archer Rush
32 1,234 11:19 27:58 — ⚔ M@A Rush
30 1,139 11:47 24:35 — ⚔ Archer Rush
21 786 12:40 17:06 38:10 ⛏ Fast Castle
16 615 9:58 20:50 34:16 ⚔ Archers FC
14 548 11:47 17:36 — ⛏ Fast Castle
13 504 13:54 23:39 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,010 6,345 4,060 2,700 26,115 27,524
10,170 8,082 4,730 850 23,832 27,586
9,145 7,865 1,860 810 19,680 22,713
8,240 6,485 2,925 1,235 18,885 21,386
7,515 5,680 2,705 1,675 17,575 18,368
9,010 6,030 1,735 200 16,975 20,783
9,215 3,630 2,535 1,400 16,780 24,099
4,525 4,315 200 200 9,240 11,519
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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