AoeStats
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Hill Fort

506324215Analyzed
4v4 RM · 21d ago on Sep 13, 2026· 38m 30s· 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
66 2,557 8:48 24:18 — ⚔ Archer Rush
61 2,352 10:04 16:56 — ⛏ Fast Castle
53 2,044 10:58 15:14 — ⛏ Fast Castle
53 2,026 9:06 13:35 — ⛏ Fast Castle
42 1,633 11:05 15:14 30:33 ⛏ Fast Castle
39 1,512 10:19 15:50 — ⛏ Fast Castle
30 1,173 9:11 23:17 — ⚔ Scout Rush
25 959 9:46 14:41 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,975 15,341 9,065 3,010 40,391 44,295
17,895 11,793 3,295 1,050 34,033 36,485
10,950 13,900 6,100 3,005 33,955 35,732
15,000 8,035 6,975 300 30,310 31,338
9,375 10,140 4,865 405 24,785 26,200
11,385 6,550 4,425 1,705 24,065 25,802
7,130 6,036 7,575 100 20,841 27,530
8,970 5,563 3,100 980 18,613 23,606
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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