AoeStats
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Hill Fort

506720798Analyzed
3v3 RM · 18d ago on Sep 14, 2026· 27m 58s· 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
🇧🇷 Saracens · Brazil
1715
+11
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1423
+22
🇵🇪 Huns · Peru
1418
+24
🇺🇸 Berbers · United States
1638
-21
🇳🇱 Georgians · Netherlands
1557
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🇷🇴 Slavs · Romania
1551
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Player eAPM Actions Feudal Castle Imperial Opening
55 1,541 11:05 16:38 — ⚔ FC into Archers
39 1,082 9:20 17:53 — ⛏ Fast Castle
39 1,080 8:57 24:35 — ⚔ Towers into Archers
36 997 10:48 15:14 — ⛏ Fast Castle
36 997 11:25 20:52 — ⚔ Scouts into Towers
33 911 11:28 15:55 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,925 4,265 3,775 100 17,065 17,051
8,485 4,050 2,575 700 15,810 15,811
6,310 5,228 3,150 70 14,758 16,359
5,000 4,750 1,420 1,050 12,220 12,353
5,710 4,339 620 955 11,624 12,433
5,280 4,022 1,130 755 11,187 13,368
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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