AoeStats
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Hill Fort

506091819Analyzed
3v3 RM · 21d ago on Sep 12, 2026· 52m 52s· 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
🇦🇺 Magyars · Australia
841
+11
🇦🇺 Mongols · Australia
792
+13
🇦🇺 Goths · Australia
753
+15
🇷🇺 Slavs · Russia
769
-15
🇪🇸 Turks · Spain
748
-14
🇨🇳 Teutons · China
661
-10
Player eAPM Actions Feudal Castle Imperial Opening
30 1,570 10:10 25:51 39:33 ⚔ Towers FC
22 1,160 12:04 23:16 40:54
21 1,090 11:03 21:18 32:40 ⛏ Fast Castle
18 949 14:26 21:19 25:56 ◆ FC into Fast Imp
11 556 12:14 21:42 39:29 ⛏ Fast Castle
11 577 11:16 27:31 32:29 ⛏ Fast Imperial

Resources

Player Food Wood Gold Stone Spent Collected
19,225 17,760 14,205 1,675 52,865 64,714
13,275 16,810 13,160 3,450 46,695 67,112
20,855 11,420 8,545 3,430 44,250 50,531
18,335 11,750 6,870 2,800 39,755 43,595
14,875 10,105 5,680 2,800 33,460 35,104
11,365 11,521 5,995 2,545 31,426 35,673
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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