AoeStats
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Hill Fort

506075017Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 70m 19s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇩🇪 Japanese · Germany
1101
+17
🇦🇹 Teutons · Austria
1101
+17
🇳🇱 Franks · Netherlands
1142
-17
🇸🇮 Ethiopians · Slovenia
1122
-17
Player eAPM Actions Feudal Castle Imperial Opening
24 1,710 11:29 15:10 35:59 ⛏ Fast Castle
23 1,644 11:39 16:07 39:00 ⛏ Fast Castle
20 1,383 10:05 19:42 36:23 ⚔ Archer Rush
13 920 12:14 17:16 32:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
43,730 30,590 18,255 4,440 97,015 105,711
31,970 19,920 28,260 3,650 83,800 90,569
33,125 26,355 20,185 3,550 83,215 88,630
32,965 23,430 10,740 3,820 70,955 73,771
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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