AoeStats
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Hill Fort

506580947Analyzed
2v2 RM · 18d ago on Sep 14, 2026· 56m 47s· 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
🇺🇸 Ethiopians · United States
1159
+15
🇺🇸 Italians · United States
1155
+15
🇨🇱 Turks · Chile
1169
-16
🇨🇱 Tatars · Chile
1105
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 1,910 9:42 20:31 40:20 ⚔ Archer Rush
29 1,659 11:06 17:52 40:29 ⚔ FC into Skirms
25 1,393 10:57 18:29 36:53 ⛏ Fast Castle
16 893 12:27 16:39 32:50 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,190 15,445 11,445 2,150 62,230 76,903
14,025 18,665 14,400 3,115 50,205 55,387
23,020 8,940 12,545 2,830 47,335 51,693
12,150 15,343 7,965 1,635 37,093 41,173
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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