AoeStats
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Hill Fort

506581718Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 15m 37s· 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
🇦🇷 Hindustanis · Argentina
1629
+9
🇨🇱 Franks · Chile
1464
+15
🇨🇱 Saracens · Chile
1448
+16
🇨🇱 Koreans · Chile
1182
+26
🇨🇦 Spanish · Canada
1502
-19
🇦🇺 Gurjaras · Australia
1438
-16
🇮🇳 Burgundians · India
1428
-16
🇦🇺 Armenians · Australia
1412
-15
Player eAPM Actions Feudal Castle Imperial Opening
61 953 8:28 — — ⚔ Archer Rush
60 936 9:48 — — ⚔ Scout Rush
49 759 9:16 — — ⚔ Scout Rush
40 627 9:44 — — ⚔ Scout Rush
34 531 10:49 15:19 — ⛏ Fast Castle
32 500 10:30 — —
29 446 9:27 — — ⛏ Fish Boom
29 455 10:08 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
1,900 2,445 1,540 0 5,885 5,806
2,675 3,155 0 0 5,830 6,339
3,340 2,191 50 0 5,581 5,726
2,825 2,235 50 0 5,110 5,502
2,315 2,165 50 0 4,530 5,173
1,900 1,820 635 0 4,355 4,848
2,540 1,505 200 0 4,245 6,411
2,000 1,043 50 175 3,268 4,152
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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