AoeStats
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Hill Fort

506610005Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 43m 44s· 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
43 1,903 10:41 14:36 30:54 ⛏ Fast Castle
40 1,748 11:18 15:10 29:18 ⛏ Fast Castle
39 1,715 10:12 14:30 30:14 ⛏ Fast Castle
33 1,453 12:22 16:26 31:06 ⛏ Fast Castle
32 1,401 11:23 16:23 34:03 ⛏ Fast Castle
22 976 10:58 14:11 29:41 ⛏ Fast Castle
20 855 10:51 16:04 41:52 ⛏ Fast Castle
19 838 12:21 18:09 36:48 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,370 15,205 16,235 4,540 66,350 69,271
26,750 15,035 15,010 3,340 60,135 61,479
23,000 20,421 13,075 2,440 58,936 64,725
23,720 15,555 13,900 1,160 54,335 59,025
25,830 17,170 7,005 1,700 51,705 59,620
19,700 16,140 12,335 3,105 51,280 60,787
18,280 17,977 10,555 1,065 47,877 60,910
19,965 11,785 7,585 1,195 40,530 47,461
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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