AoeStats
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Hill Fort

506413263Analyzed
3v3 RM · 18d ago on Sep 13, 2026· 76m 54s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇹🇼 Saracens · Taiwan
1199
+18
🇹🇼 Khmer · Taiwan
1199
+18
🇹🇼 Hindustanis · Taiwan
1198
+18
🇯🇵 Khitans · Japan
1333
-22
🇯🇵 Spanish · Japan
1248
-18
🇯🇵 Byzantines · Japan
1155
-14
Player eAPM Actions Feudal Castle Imperial Opening
56 4,323 10:53 23:23 40:11 ⚔ Scout Rush
54 4,172 10:02 27:27 47:11 ⚔ Scout Rush
53 4,081 10:55 18:22 41:20 ⛏ Fast Castle
50 3,832 10:07 24:38 36:39 ⚔ Archer Rush
43 3,330 11:45 16:43 42:14 ⛏ Fast Castle
33 2,505 9:04 23:43 40:32 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
64,010 19,670 19,980 4,510 108,170 115,210
40,255 38,798 13,130 6,110 98,293 105,133
49,110 17,681 17,670 2,065 86,526 101,770
41,920 26,212 13,490 3,010 84,632 94,275
28,845 28,365 10,285 2,525 70,020 71,502
13,150 25,021 21,780 3,820 63,771 71,958
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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