AoeStats
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Hill Fort

505169140Analyzed
2v2 RM · 24d ago on Sep 8, 2026· 46m 8s· 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
🇬🇹 Vietnamese · Guatemala
1469
+15
🇬🇹 Gurjaras · Guatemala
1414
+17
🇳🇿 Georgians · New Zealand
1435
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🇦🇺 Mapuche · Australia
1435
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Player eAPM Actions Feudal Castle Imperial Opening
59 2,730 9:36 22:26 40:06 ⚔ M@A into Archers
49 2,239 11:02 15:23 41:21 ⛏ Fast Castle
36 1,656 10:29 16:18 43:06 ⛏ Fast Castle
36 1,656 13:09 17:02 36:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,775 16,331 18,215 2,600 65,921 73,083
23,560 19,450 6,200 3,065 52,275 54,314
12,875 14,723 7,000 2,250 36,848 40,013
12,950 13,899 8,875 970 36,694 40,254
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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