AoeStats
← Cinnamoroll

Hill Fort

505998849Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 12m 8s· 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
🇧🇪 Mongols · Belgium
1613
+12
🇸🇻 Mapuche · El Salvador
1552
+15
🇺🇸 Burgundians · United States
1517
+16
🇪🇸 Persians · Spain
1475
+19
🇨🇳 Koreans · China
1536
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🇬🇧 Sicilians · United Kingdom
1530
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🇨🇦 Spanish · Canada
1525
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🇨🇳 Lithuanians · China
1524
-15
Player eAPM Actions Feudal Castle Imperial Opening
56 680 8:45 — — ⚔ Tower Rush
52 628 9:54 — — ⛏ Fish Boom
49 594 11:05 — —
46 554 11:55 — —
45 552 10:51 — —
44 537 8:25 — — ⚔ Scout Rush
22 263 11:05 — —
18 216 11:18 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,800 1,195 0 0 3,995 4,640
2,140 1,450 50 0 3,640 3,424
2,250 1,245 50 0 3,545 4,379
2,100 1,155 0 0 3,255 4,096
2,075 1,120 0 0 3,195 4,057
1,500 1,425 50 0 2,975 3,231
1,650 1,305 0 0 2,955 3,690
1,750 518 50 350 2,668 3,079
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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