AoeStats
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Hill Fort

506709087Analyzed
3v3 RM · 18d ago on Sep 14, 2026· 59m 54s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
47 2,792 11:20 15:43 39:38 ⛏ Fast Castle
45 2,678 10:30 15:20 35:55 ⛏ Fast Castle
40 2,375 9:30 13:25 33:44 ⛏ Fast Castle
38 2,302 10:07 15:29 36:43 ⛏ Fast Castle
36 2,162 12:01 15:51 37:19 ⛏ Fast Castle
33 1,979 12:27 16:28 36:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
48,505 20,686 26,150 3,485 98,826 103,141
43,945 41,210 9,575 2,150 96,880 100,405
45,825 21,903 21,760 3,605 93,093 97,213
33,650 30,489 19,430 3,600 87,169 88,390
35,050 28,207 19,980 3,480 86,717 87,756
28,530 24,705 17,205 4,555 74,995 76,167
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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