AoeStats
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Hill Fort

505779311Analyzed
3v3 RM · 21d ago on Sep 11, 2026· 80m 39s· 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
🇦🇷 Armenians · Argentina
844
+7
🇦🇷 Bulgarians · Argentina
834
+7
799
+9
🇧🇷 Khmer · Brazil
692
-9
🇦🇷 Chinese · Argentina
597
-7
🇲🇽 Celts · Mexico
594
-7
Player eAPM Actions Feudal Castle Imperial Opening
29 2,299 15:01 27:26 38:58
17 1,352 11:30 23:18 33:20 ⛏ Fast Castle
16 1,328 14:40 29:22 52:52
13 1,057 11:20 23:01 37:28 ⛏ Fast Castle
12 971 11:01 21:23 37:47 ⛏ Fast Castle
12 932 10:33 19:55 39:48 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
58,935 25,250 32,170 3,450 119,805 134,371
41,460 41,340 22,215 4,005 109,020 118,382
37,105 27,450 30,045 4,630 99,230 109,950
37,605 18,835 30,860 3,550 90,850 124,276
31,840 27,515 27,035 3,610 90,000 125,326
30,470 9,915 12,655 2,175 55,215 70,134
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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