AoeStats
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Hill Fort

505249926Analyzed
4v4 RM · 24d ago on Sep 8, 2026· 63m 54s· 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
43 2,765 10:44 14:34 32:52 ⛏ Fast Castle
40 2,556 10:25 15:34 41:47 ⚔ FC into Scouts
37 2,391 10:35 18:09 36:53 ⛏ Fast Castle
31 2,010 11:18 16:02 39:10 ⛏ Fast Castle
27 1,754 12:08 22:34 35:33 ⛏ Fast Castle
22 1,377 10:52 15:13 35:07 ⛏ Fast Castle
16 996 10:26 15:23 40:02 ⛏ Fast Castle
9 586 9:11 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
47,210 22,635 28,790 5,850 104,485 117,021
45,875 22,610 14,390 4,560 87,435 115,101
39,090 25,735 11,715 3,705 80,245 81,730
32,800 32,858 9,005 1,660 76,323 82,556
25,830 30,789 15,185 4,185 75,989 97,299
31,050 21,315 11,805 3,610 67,780 72,971
30,415 13,930 13,460 2,900 60,705 64,065
2,350 1,620 100 625 4,695 5,534
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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