AoeStats
← [Massa] Edo

Hill Fort

506980104Analyzed
3v3 RM · 15d ago on Sep 16, 2026· 51m 19s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇺🇸 Mongols · United States
1465
+19
🇧🇷 Khmer · Brazil
1461
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🇧🇷 Gurjaras · Brazil
1403
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🇧🇷 Britons · Brazil
1616
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🇧🇷 Tupi · Brazil
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🇧🇷 Spanish · Brazil
1410
-15
Player eAPM Actions Feudal Castle Imperial Opening
59 3,004 9:46 15:06 36:46 ⛏ Fast Castle
48 2,452 11:36 15:29 34:01 ⛏ Fast Castle
37 1,879 10:57 15:40 36:46 ⛏ Fast Castle
36 1,825 10:10 15:21 34:45 ⛏ Fast Castle
35 1,798 11:05 15:50 40:25 ⛏ Fast Castle
29 1,489 9:34 12:54 33:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,460 27,820 12,545 3,915 75,740 80,656
28,315 19,785 15,620 5,150 68,870 70,256
25,895 20,365 9,550 2,650 58,460 68,714
16,905 25,480 12,010 1,820 56,215 58,950
17,910 19,880 14,790 2,555 55,135 64,683
14,340 17,945 9,580 3,550 45,415 56,529
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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