AoeStats
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Hill Fort

506144308Analyzed
2v2 RM · 21d ago on Sep 12, 2026· 37m 59s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇮🇳 Byzantines · India
840
+17
🇮🇳 Malay · India
815
+17
🇺🇸 Britons · United States
853
-36
🇨🇭 Japanese · Switzerland
853
-36
Player eAPM Actions Feudal Castle Imperial Opening
19 734 11:37 20:25 32:19 ⛏ Fish Boom
19 738 10:08 20:59 — ⛏ Fast Castle
18 674 12:22 21:03 34:33 ⚔ FC into Skirms
7 271 11:35 36:26 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,985 8,515 4,200 750 24,450 27,125
8,270 7,245 3,050 750 19,315 24,308
9,250 6,635 2,215 905 19,005 21,777
3,920 2,758 435 0 7,113 11,797
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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