AoeStats
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Hill Fort

506207847Analyzed
4v4 RM · 18d ago on Sep 12, 2026· 57m 4s· 8 players
Game mode
Random Map
Map size
Large (8 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
54 3,104 11:04 15:47 39:21 ⛏ Fast Castle
28 1,580 10:25 16:41 36:57 ⛏ Fast Castle
27 1,528 11:10 16:20 30:24 ⛏ Fast Castle
26 1,502 10:34 15:30 — ⛏ Fast Castle
23 1,297 11:35 16:48 35:22 ⛏ Fast Castle
23 1,290 12:16 17:13 — ⛏ Fast Castle
19 1,112 11:47 18:52 41:54 ⛏ Fast Castle
19 1,064 11:17 15:47 38:00 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,360 27,615 12,825 2,825 74,625 80,090
29,110 14,565 22,155 2,150 67,980 77,221
18,715 22,571 12,005 3,680 56,971 61,547
26,305 17,490 9,020 2,880 55,695 65,299
21,945 17,595 14,655 1,050 55,245 59,540
20,385 17,500 11,740 2,450 52,075 61,751
24,060 15,280 8,045 880 48,265 52,633
10,675 11,480 4,930 2,805 29,890 35,255
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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