AoeStats
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Hill Fort

507015285Analyzed
3v3 RM · 16d ago on Sep 16, 2026· 59m 7s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇩🇪 Celts · Germany
814
+13
🇩🇪 Vietnamese · Germany
733
+16
🇹🇷 Britons · Türkiye
716
+17
🇺🇸 Khmer · United States
795
-18
🇳🇱 Hindustanis · Netherlands
784
-17
🇪🇸 Britons · Spain
619
-11
Player eAPM Actions Feudal Castle Imperial Opening
30 1,746 9:20 27:32 43:50 ⚔ Scout Rush
24 1,390 11:03 22:39 39:10 ⛏ Fast Castle
18 1,091 12:21 25:55 46:36 ⚔ Scout Rush
14 830 12:58 24:14 37:57 ⚔ Archer Rush
14 855 12:29 24:58 48:46 ⚔ Archer Rush
11 625 10:00 19:31 38:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,280 25,825 15,235 4,335 65,675 81,262
17,070 15,235 12,750 1,890 46,945 50,159
22,820 16,962 4,495 1,500 45,777 55,831
16,615 16,895 4,040 2,995 40,545 48,328
14,370 10,245 8,165 2,120 34,900 37,664
14,250 8,340 6,560 2,350 31,500 35,294
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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