AoeStats
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Hill Fort

505804290Analyzed
4v4 RM · 21d ago on Sep 11, 2026· 44m 11s· 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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1403
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Player eAPM Actions Feudal Castle Imperial Opening
51 2,238 8:28 20:02 33:10 ⚔ Scout Rush
32 1,402 11:03 17:17 33:17 ⛏ Fast Castle
31 1,389 10:49 15:42 34:19 ⛏ Fast Castle
31 1,355 11:42 17:39 35:08 ⛏ Fast Castle
30 1,331 11:13 15:09 32:06 ⛏ Fast Castle
28 1,239 10:31 19:57 32:50 ⛏ Fish Boom FC
27 1,189 12:13 16:57 37:01 ⛏ Fast Castle
27 1,197 11:42 15:34 39:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,855 13,350 15,060 4,085 57,350 60,768
27,885 14,380 8,905 1,050 52,220 57,863
21,220 16,644 9,955 1,265 49,084 51,377
17,385 14,955 7,565 3,955 43,860 51,175
20,310 9,353 12,045 200 41,908 42,460
12,625 13,050 5,990 2,375 34,040 38,819
13,815 11,695 5,040 1,500 32,050 33,186
9,780 11,050 7,385 1,425 29,640 32,150
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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