AoeStats
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Hill Fort

506963967Analyzed
4v4 RM · 16d ago on Sep 16, 2026· 41m 23s· 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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1191
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Player eAPM Actions Feudal Castle Imperial Opening
55 2,295 9:00 19:25 37:21 ⛏ Fast Castle
35 1,457 10:35 18:23 36:57 ⛏ Fast Castle
31 1,287 11:50 21:40 39:49 ⛏ Fast Castle
27 1,123 10:27 15:34 34:01 ⛏ Fast Castle
26 1,077 10:56 17:42 36:24 ⛏ Fast Castle
26 1,091 10:04 20:55 38:52 ⚔ Champi Rush
22 892 11:40 20:32 33:04 ⛏ Fast Castle
22 915 10:01 18:38 36:53 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,020 10,610 6,460 2,350 38,440 42,299
13,395 13,690 8,205 2,970 38,260 42,785
15,855 9,008 6,330 4,050 35,243 40,730
18,510 10,685 3,720 1,880 34,795 41,576
11,805 11,580 6,695 2,350 32,430 36,154
13,280 6,955 5,830 2,350 28,415 32,371
14,445 7,040 5,095 950 27,530 33,247
9,625 9,578 4,795 2,295 26,293 27,816
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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