AoeStats
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Hill Fort

505616384Analyzed
2v2 RM · 22d ago on Sep 10, 2026· 57m 3s· 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
🇹🇷 Mongols · Türkiye
608
+11
🇹🇷 Sicilians · Türkiye
577
+24
🇬🇧 Jurchens · United Kingdom
528
-13
🇪🇸 Persians · Spain
459
-10
Player eAPM Actions Feudal Castle Imperial Opening
31 1,786 10:19 22:37 41:54 ⛏ Fast Castle
26 1,478 12:03 22:32 — ⛏ Fast Castle
16 907 11:56 26:47 — ⛏ Fast Castle
12 713 12:13 25:32 39:24 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
12,775 20,691 12,475 2,250 48,191 56,681
15,290 8,995 6,575 3,500 34,360 46,820
15,180 10,585 7,075 1,500 34,340 36,046
9,955 12,875 5,220 3,300 31,350 37,323
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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