AoeStats
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Hill Fort

504566561Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 75m 52s· 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
🇳🇱 Gurjaras · Netherlands
1831
+7
🇳🇱 Jurchens · Netherlands
1549
+18
🇷🇴 Bulgarians · Romania
1475
+20
🇺🇸 Magyars · United States
1660
-18
🇺🇸 Tatars · United States
1622
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🇺🇸 Inca · United States
1507
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Player eAPM Actions Feudal Castle Imperial Opening
64 4,832 11:55 16:22 50:29 ⛏ Fast Castle
57 4,297 10:16 14:37 34:19 ⛏ Fast Castle
46 3,508 8:54 25:59 41:58 ⚔ Scout Rush
45 3,451 9:15 12:53 41:22 ⛏ Fast Castle
43 3,265 9:53 14:41 46:37 ⛏ Fast Castle
33 2,478 10:37 15:58 51:46 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
74,505 25,802 24,885 4,925 130,117 134,295
59,905 36,030 20,865 1,550 118,350 140,874
38,930 37,624 18,940 4,955 100,449 101,628
52,830 30,885 13,165 3,230 100,110 103,656
35,365 32,375 18,840 1,620 88,200 89,501
39,560 20,065 11,655 4,155 75,435 80,948
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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