AoeStats
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Hill Fort

504800399Analyzed
2v2 RM · 27d ago on Sep 6, 2026· 69m 18s· 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
🇨🇱 Tatars · Chile
1331
+18
🇨🇱 Magyars · Chile
1329
+18
🇹🇷 Spanish · Türkiye
1397
-19
🇬🇧 Malians · United Kingdom
1342
-17
Player eAPM Actions Feudal Castle Imperial Opening
39 2,732 9:39 24:38 42:27 ⚔ Scouts into Towers into Skirms
36 2,493 11:14 15:57 39:24 ⛏ Fast Castle
31 2,158 10:50 17:14 40:50 ⛏ Fast Castle
28 1,927 9:52 24:58 43:49 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
48,540 28,765 10,860 3,300 91,465 96,397
30,505 19,980 21,275 3,900 75,660 110,640
24,205 24,861 10,515 4,245 63,826 64,141
24,900 19,713 12,570 2,685 59,868 62,328
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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