AoeStats
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Hill Fort

506837524Analyzed
4v4 RM · 16d ago on Sep 15, 2026· 34m 40s· 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
52 1,797 11:03 15:49 32:46 ⛏ Fast Castle
47 1,647 12:01 15:44 32:48 ⛏ Fast Castle
39 1,358 11:52 15:47 — ⛏ Fast Castle
36 1,252 12:54 17:16 — ⛏ Fast Castle
32 1,103 12:20 16:15 32:39 ⛏ Fast Castle
30 1,041 10:47 14:43 — ⛏ Fast Castle
30 1,055 11:06 16:04 29:49 ⛏ Fast Castle
22 751 10:46 17:32 31:55 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,100 14,473 2,170 1,100 37,843 39,697
13,750 9,700 3,940 3,715 31,105 36,483
11,125 10,559 5,395 2,250 29,329 34,850
10,225 10,300 4,725 1,755 27,005 31,755
11,395 9,325 2,965 1,940 25,625 30,124
10,815 8,185 2,610 1,800 23,410 31,029
10,265 7,225 2,590 2,500 22,580 25,207
11,830 6,970 2,765 200 21,765 25,579
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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