AoeStats
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Hill Fort

504942647Analyzed
4v4 RM · 25d ago on Sep 7, 2026· 49m 28s· 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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1164
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Player eAPM Actions Feudal Castle Imperial Opening
37 1,813 10:58 17:30 38:21 ⛏ Fast Castle
35 1,727 11:12 16:22 34:56 ⛏ Fast Castle
31 1,523 12:13 20:10 — ⛏ Fast Castle
26 1,309 11:27 15:41 31:43 ⛏ Fast Castle
23 1,153 9:12 21:21 38:38 ⚔ Scout Rush
22 1,088 12:26 18:36 30:34 ⚔ FC into Scouts
21 1,036 11:05 16:36 33:08 ⛏ Fast Castle
13 633 12:52 17:01 43:54 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,115 19,885 8,165 2,060 52,225 65,059
21,370 10,863 13,475 3,230 48,938 56,145
11,925 15,915 11,400 3,010 42,250 49,589
15,030 11,967 7,230 1,140 35,367 45,513
17,135 7,110 7,915 1,430 33,590 49,752
17,320 6,590 5,315 2,350 31,575 34,378
11,175 6,290 6,200 2,055 25,720 31,417
12,875 5,303 3,870 1,600 23,648 26,208
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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