AoeStats
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Hill Fort

505288205Analyzed
4v4 RM · 24d ago on Sep 8, 2026· 56m 42s· 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
51 2,902 9:46 17:08 42:12 ⛏ Fast Castle
32 1,818 11:11 17:07 41:11 ⛏ Fast Castle
26 1,462 10:41 23:12 37:44 ⚔ Scout Rush
23 1,301 11:29 16:38 38:48 ⛏ Fast Castle
22 1,252 10:44 20:42 35:00 ⛏ Fast Castle
21 1,214 11:13 14:37 31:58 ⛏ Fast Castle
17 990 13:45 22:43 36:00 ⛏ Fast Castle
17 950 10:24 14:23 32:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
48,070 20,140 31,100 3,000 102,310 115,701
44,605 27,810 15,070 1,600 89,085 93,919
28,675 17,425 15,415 3,860 65,375 76,386
22,385 21,445 13,390 3,550 60,770 70,163
28,500 19,730 8,420 2,890 59,540 66,693
20,530 15,550 12,750 3,250 52,080 72,801
26,795 12,140 8,565 2,900 50,400 55,299
30,155 11,495 5,950 850 48,450 58,729
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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