AoeStats
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Hill Fort

505568335Analyzed
3v3 RM · 23d ago on Sep 10, 2026· 43m 11s· 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
🇲🇽 Teutons · Mexico
1061
+11
🇲🇽 Saracens · Mexico
1029
+12
🇲🇽 Khitans · Mexico
940
+15
🇨🇱 Italians · Chile
941
-13
🇨🇱 Malians · Chile
935
-13
🇨🇱 Japanese · Chile
924
-12
Player eAPM Actions Feudal Castle Imperial Opening
39 1,703 11:02 15:26 30:02 ⛏ Fast Castle
30 1,299 10:09 22:10 37:38 ⚔ Archer Rush
29 1,254 11:14 23:25 — ⚔ Scout Rush
24 1,040 10:03 20:35 40:46 ⛏ Fast Castle
17 733 10:19 17:24 29:58 ⛏ Fast Castle
16 709 11:02 27:13 — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,015 8,870 4,770 1,530 32,185 43,168
11,890 9,505 6,220 950 28,565 35,807
10,585 7,500 4,120 1,525 23,730 29,010
11,470 5,210 3,460 1,400 21,540 26,913
8,420 5,640 1,720 1,220 17,000 19,840
7,595 4,130 2,555 650 14,930 16,704
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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