AoeStats
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Hill Fort

506646889Analyzed
4v4 RM · 17d ago on Sep 14, 2026· 30m 45s· 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
🇫🇷 Mongols · France
781
+3
🇬🇧 Japanese · United Kingdom
674
+5
🇫🇷 Franks · France
603
+7
🇦🇷 Spanish · Argentina
602
+6
🇬🇧 Huns · United Kingdom
402
-6
🇬🇧 Persians · United Kingdom
395
-6
🇮🇹 Teutons · Italy
372
-5
🇨🇳 Malians · China
303
-4
Player eAPM Actions Feudal Castle Imperial Opening
17 510 13:22 20:48 — ⚔ Archers into Skirms
16 489 9:55 19:23 — ⛏ Fast Castle
12 371 11:09 20:05 — ⛏ Fast Castle
10 294 12:54 23:10 — ⛏ Fast Castle
10 312 9:25 23:29 — ⛏ Fast Castle
7 201 10:25 — —
6 174 18:12 24:40 — ⛏ Fast Castle
6 182 11:06 — —

Resources

Player Food Wood Gold Stone Spent Collected
6,330 5,455 1,300 850 13,935 15,996
6,380 4,020 1,140 650 12,190 14,733
6,375 3,935 845 750 11,905 13,253
5,435 4,035 1,515 650 11,635 13,105
3,650 2,665 700 0 7,015 11,440
3,700 2,555 350 250 6,855 9,787
2,525 2,320 250 750 5,845 6,682
2,875 1,855 50 0 4,780 11,562
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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