AoeStats
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Hill Fort

505047438Analyzed
2v2 RM · 26d ago on Sep 7, 2026· 38m 7s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇺🇸 Turks · United States
1299
+12
🇬🇧 Goths · United Kingdom
1258
+13
🇺🇸 Koreans · United States
1237
-14
🇨🇦 Dravidians · Canada
1158
-11
Player eAPM Actions Feudal Castle Imperial Opening
65 2,465 9:31 19:35 — ⚔ Archer Rush
41 1,578 11:16 15:50 — ⛏ Fast Castle
35 1,320 9:23 19:08 32:01 ⛏ Fast Castle
25 968 9:43 20:26 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,550 7,310 5,530 2,050 29,440 33,179
9,945 10,326 4,985 355 25,611 28,383
11,810 6,590 1,615 1,725 21,740 24,846
9,900 5,605 2,015 2,350 19,870 20,772
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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