AoeStats
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Hill Fort

505902420Analyzed
3v3 RM · 20d ago on Sep 11, 2026· 50m 16s· 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
🇩🇪 Maya · Germany
1176
+12
🇩🇪 Armenians · Germany
1145
+14
🇩🇪 Bohemians · Germany
1077
+16
🇨🇭 Huns · Switzerland
1113
-15
🇫🇮 Malians · Finland
1085
-14
🇦🇺 Koreans · Australia
1075
-13
Player eAPM Actions Feudal Castle Imperial Opening
34 1,697 10:16 17:19 38:20 ⚔ FC into Archers
32 1,605 9:19 24:51 35:16 ⚔ Archer Rush
25 1,260 11:02 25:39 48:02 ⚔ Scout Rush
25 1,259 13:12 18:07 44:33 ⛏ Fast Castle
23 1,144 11:22 24:02 37:34
21 1,072 11:31 18:54 41:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,850 22,935 8,355 4,325 48,465 55,463
25,160 13,413 4,815 1,010 44,398 47,074
21,475 12,190 7,870 1,500 43,035 55,048
13,235 14,340 11,370 1,410 40,355 49,434
16,915 13,302 7,210 2,450 39,877 43,958
12,195 12,855 8,365 2,080 35,495 37,989
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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