AoeStats
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Hill Fort

504879059Analyzed
3v3 RM · 26d ago on Sep 6, 2026· 49m 47s· 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
🇳🇱 Vietnamese · Netherlands
1639
+11
🇺🇸 Mongols · United States
1597
+13
🇨🇴 Spanish · Colombia
1597
+13
🇳🇱 Koreans · Netherlands
1607
-16
🇷🇴 Bulgarians · Romania
1547
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🇷🇴 Tatars · Romania
1416
-8
Player eAPM Actions Feudal Castle Imperial Opening
46 2,315 11:06 17:08 39:37 ⛏ Fast Castle
46 2,283 12:07 16:05 40:05 ⛏ Fast Castle
45 2,228 9:19 18:57 35:58 ⚔ Scout Rush
42 2,114 10:35 15:19 32:05 ⛏ Fast Castle
38 1,889 10:43 14:33 34:57 ⛏ Fast Castle
35 1,762 11:41 15:58 39:10 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,345 28,260 17,500 4,580 81,685 89,071
26,785 29,764 12,925 2,440 71,914 72,868
16,225 25,863 14,630 3,090 59,808 72,607
27,700 14,175 9,355 3,150 54,380 56,213
17,675 18,115 10,205 1,460 47,455 50,285
18,995 12,525 8,015 3,595 43,130 48,193
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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