AoeStats
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Hill Fort

504277561Analyzed
4v4 RM · 28d ago on Sep 4, 2026· 5m 23s· 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
🇮🇳 Japanese · India
652
+14
🇬🇧 Portuguese · United Kingdom
650
+14
🇱🇻 Britons · Latvia
641
+15
🇪🇸 Bohemians · Spain
633
+15
🇨🇱 Britons · Chile
620
-15
🇲🇽 Bohemians · Mexico
617
-15
🇲🇽 Persians · Mexico
614
-15
🇺🇸 Mongols · United States
585
-13
Player eAPM Actions Feudal Castle Imperial Opening
12 63 — — —
12 64 — — —
12 64 — — —
11 58 — — —
10 54 — — —
8 45 — — —
7 40 — — —
1 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
800 75 0 0 875 901
650 75 50 0 775 593
A
450 150 50 0 650 510
550 50 0 0 600 538
450 100 0 0 550 568
300 150 50 0 500 564
300 50 50 0 400 354
0 0 0 0 0 0
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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