AoeStats
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Hill Fort

505589283Analyzed
4v4 RM · 20d ago on Sep 10, 2026· 57m 59s· 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
36 2,085 8:59 23:12 40:42 ⚔ Scout Rush
27 1,565 10:34 17:18 48:23 ⛏ Fast Castle
26 1,479 12:52 22:38 36:57 ⛏ Fast Castle
22 1,279 9:49 15:34 31:04 ⛏ Fast Castle
22 1,301 10:35 22:22 44:39 ⛏ Fast Castle
22 1,276 11:20 19:15 37:37 ⚔ Scout Rush
18 1,057 11:59 21:15 35:50 ⛏ Fast Castle
4 238 10:20 — —

Resources

Player Food Wood Gold Stone Spent Collected
30,800 13,175 16,270 1,610 61,855 67,967
23,825 10,970 13,775 2,800 51,370 72,272
20,155 14,970 11,215 1,010 47,350 55,174
23,055 12,242 7,600 3,350 46,247 52,200
20,205 8,660 10,590 1,620 41,075 58,264
15,060 11,343 6,275 3,900 36,578 39,380
7,855 15,205 9,240 2,180 34,480 45,816
1,600 425 0 0 2,025 3,124
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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