AoeStats
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Hill Fort

506628685Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 55m 36s· 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
63 3,504 11:23 15:45 43:41 ⛏ Fast Castle
56 3,103 11:34 15:31 40:02 ⛏ Fast Castle
43 2,419 11:10 17:35 34:58 ⚔ FC into Archers
41 2,299 11:12 15:06 33:39 ⛏ Fast Castle
41 2,254 11:50 15:47 31:05 ⛏ Fast Castle
40 2,241 10:59 14:57 32:01 ⛏ Fast Castle
23 1,297 10:45 15:05 34:26 ⛏ Fast Castle
22 1,216 9:47 15:31 29:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
41,100 16,768 20,175 990 79,033 82,273
28,000 28,290 11,615 3,715 71,620 95,494
29,435 24,955 11,140 5,375 70,905 86,587
32,970 17,640 15,590 3,400 69,600 74,848
38,340 17,828 8,150 2,545 66,863 69,380
31,080 12,173 19,310 2,150 64,713 66,996
16,485 26,835 16,090 2,570 61,980 70,629
19,785 25,195 12,545 4,135 61,660 62,885
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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