AoeStats
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Hill Fort

506567595Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 45m 48s· 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
58 2,668 9:36 18:07 43:18 ⛏ Fast Castle
54 2,466 11:47 16:08 38:52 ⛏ Fast Castle
53 2,426 8:39 20:44 38:28 ⚔ Scout Rush
47 2,143 9:00 21:08 30:42 ⛏ Fish Boom FC
43 1,952 11:01 15:19 28:33 ⛏ Fast Castle
41 1,890 10:11 24:38 40:52 ⚔ Archer Rush
37 1,697 11:02 15:52 38:54 ⛏ Fast Castle
32 1,467 9:32 24:40 38:53 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
34,600 20,205 34,520 3,020 92,345 98,517
31,955 21,478 16,060 2,405 71,898 75,703
16,410 31,716 12,660 1,625 62,411 67,751
27,330 21,350 8,325 950 57,955 61,833
26,020 14,335 11,975 3,100 55,430 57,896
20,930 23,717 4,135 4,800 53,582 61,002
12,700 14,235 10,250 950 38,135 45,088
13,675 12,605 8,670 1,630 36,580 39,123
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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