AoeStats
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Hill Fort

505752983Analyzed
3v3 RM · 22d ago on Sep 10, 2026· 61m 30s· 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
🇬🇧 Vikings · United Kingdom
945
+17
🇬🇧 Mongols · United Kingdom
921
+18
🇬🇧 Bohemians · United Kingdom
824
+21
🇪🇸 Koreans · Spain
1017
-21
🇪🇸 Malians · Spain
1008
-21
🇪🇸 Berbers · Spain
848
-14
Player eAPM Actions Feudal Castle Imperial Opening
33 2,000 12:33 24:29 36:35 ⚔ Archer Rush
23 1,425 10:58 27:14 — ⚔ M@A Rush
22 1,376 10:26 17:18 44:40 ⛏ Fast Castle
21 1,316 12:02 19:52 38:09 ⚔ FC into Archers
16 1,006 13:03 33:14 — ⚔ Archer Rush
9 566 13:16 27:20 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,690 19,175 10,375 4,915 60,155 64,390
16,925 21,235 14,940 2,475 55,575 57,001
13,330 18,960 8,105 3,480 43,875 55,450
19,475 11,120 4,200 915 35,710 45,197
10,560 11,226 7,585 1,450 30,821 32,423
8,925 5,409 2,870 100 17,304 22,017
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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