AoeStats
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Hill Fort

506845281Analyzed
2v2 RM · 16d ago on Sep 15, 2026· 73m 33s· 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
🇫🇷 Romans · France
575
+13
🇺🇸 Burgundians · United States
559
+14
🇦🇷 Huns · Argentina
523
-14
🇨🇴 Magyars · Colombia
504
-13
Player eAPM Actions Feudal Castle Imperial Opening
27 1,996 13:48 27:10 47:18 ⛏ Fast Castle
14 996 11:31 20:42 46:55 ⚔ Archer Rush
10 746 11:43 25:12 42:41 ⚔ Scout Rush
8 618 12:59 24:30 55:52 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
32,130 25,969 18,305 2,835 79,239 90,943
29,505 20,365 22,865 4,000 76,735 86,387
30,255 17,125 22,450 2,460 72,290 87,498
16,120 9,645 3,730 3,750 33,245 35,744
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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