AoeStats
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Hill Fort

505672531Analyzed
2v2 RM · 23d ago on Sep 10, 2026· 48m 4s· 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
🇵🇾 Magyars · Paraguay
850
+16
🇵🇾 Koreans · Paraguay
848
+16
🇧🇪 Burgundians · Belgium
903
-18
🇧🇪 Japanese · Belgium
790
-14
Player eAPM Actions Feudal Castle Imperial Opening
43 2,083 11:28 24:50 — ⚔ Scout Rush
39 1,877 14:47 18:54 39:05 ⛏ Fast Castle
39 1,886 11:13 22:34 38:16 ⚔ Archer Rush
20 945 12:25 19:44 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,080 22,140 12,200 1,775 54,195 59,433
10,155 15,630 4,375 1,505 31,665 31,803
11,855 6,784 3,325 1,550 23,514 25,357
6,230 6,595 6,515 1,400 20,740 24,215
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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