AoeStats
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Hill Fort

504151188Analyzed
4v4 RM · 28d ago on Sep 4, 2026· 52m 48s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
68 3,594 9:45 14:40 36:24 ⛏ Fast Castle
56 2,956 12:06 15:56 33:35 ⛏ Fast Castle
54 2,871 10:24 14:48 33:17 ⛏ Fast Castle
53 2,820 10:38 15:48 35:49 ⛏ Fast Castle
53 2,819 10:11 13:52 33:58 ⛏ Fast Castle
39 2,062 10:33 14:48 33:39 ⛏ Fast Castle
36 1,893 12:21 16:41 36:48 ⛏ Fast Castle
22 1,166 10:09 15:12 33:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
48,565 20,945 20,375 3,325 93,210 99,395
37,930 28,360 14,670 3,760 84,720 87,180
27,260 30,995 14,695 3,695 76,645 81,010
23,945 27,115 14,465 4,850 70,375 76,932
15,650 29,370 20,890 3,895 69,805 74,878
28,015 25,313 13,720 2,300 69,348 80,400
23,905 24,145 13,920 3,955 65,925 73,332
31,770 16,260 12,000 3,490 63,520 72,912
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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