AoeStats
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Hill Fort

506105572Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 60m 52s· 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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1611
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1543
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🇨🇳 Maya · China
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Player eAPM Actions Feudal Castle Imperial Opening
56 3,424 9:08 20:34 26:03 ⛏ Fast Castle
51 3,106 8:48 29:54 34:52 ⛏ Fish Boom into Fast Imp
50 3,062 10:17 14:04 34:25 ⛏ Fast Castle
47 2,881 10:57 14:45 37:11 ⛏ Fast Castle
46 2,781 9:45 24:04 40:14 ⚔ Scout Rush
45 2,715 11:40 15:50 34:08 ⛏ Fast Castle
37 2,259 9:46 17:40 40:06 ⛏ Fast Castle
30 1,847 11:12 15:47 35:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
41,225 30,870 28,525 3,910 104,530 115,402
36,680 43,845 18,295 3,690 102,510 104,170
19,125 48,742 25,685 8,780 102,332 108,012
42,730 19,703 37,470 1,630 101,533 104,250
47,610 23,500 20,775 1,255 93,140 98,210
33,685 22,870 26,650 4,150 87,355 97,736
32,340 36,260 10,950 2,255 81,805 81,802
25,290 30,023 9,920 2,350 67,583 67,824
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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