AoeStats
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Hill Fort

506407491Analyzed
3v3 RM · 18d ago on Sep 13, 2026· 52m 2s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇨🇳 Ethiopians · China
864
+17
🇲🇽 Maya · Mexico
837
+18
🇺🇸 Khmer · United States
792
+21
🇻🇳 Khmer · Vietnam
899
-19
🇻🇳 Koreans · Vietnam
891
-19
🇻🇳 Burgundians · Vietnam
879
-18
Player eAPM Actions Feudal Castle Imperial Opening
36 1,857 13:56 19:47 32:34 ⛏ Fast Castle
31 1,591 12:23 20:08 37:14 ⛏ Fast Castle
24 1,252 13:43 20:36 38:04 ⛏ Fast Castle
23 1,174 11:38 19:27 29:01 ⛏ Fast Castle
15 782 13:37 20:31 40:35
14 753 12:51 20:32 37:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
48,170 18,965 8,930 2,400 78,465 84,410
18,015 31,620 11,865 1,725 63,225 69,003
25,520 10,430 12,275 3,165 51,390 69,039
17,895 20,455 8,910 1,820 49,080 53,360
17,985 12,235 14,720 850 45,790 53,663
13,010 9,585 5,885 2,835 31,315 33,950
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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