AoeStats
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Hill Fort

505301285Analyzed
2v2 RM · 25d ago on Sep 8, 2026· 48m 1s· 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 · Chile
929
+16
🇨🇱 Turks · Chile
929
+16
🇬🇧 Mongols · United Kingdom
958
-17
🇬🇧 Koreans · United Kingdom
897
-15
Player eAPM Actions Feudal Castle Imperial Opening
30 1,434 10:38 23:42 34:19
26 1,235 11:09 17:57 33:23 ⛏ Fast Castle
16 779 12:29 20:16 37:30 ⛏ Fast Castle
9 445 13:33 22:43 34:08 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
18,605 21,905 8,185 3,935 52,630 70,209
14,900 13,755 7,890 2,485 39,030 50,539
12,695 13,265 8,795 3,250 38,005 47,168
17,750 8,605 8,180 2,210 36,745 40,867
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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