AoeStats
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Hill Fort

504597008Analyzed
2v2 RM · 26d ago on Sep 5, 2026· 50m 9s· 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
🇲🇽 Tatars · Mexico
1306
+16
🇵🇪 Huns · Peru
1199
+20
🇦🇷 Georgians · Argentina
1300
-18
🇦🇷 Britons · Argentina
1287
-18
Player eAPM Actions Feudal Castle Imperial Opening
39 1,943 11:29 15:36 42:07 ⛏ Fast Castle
37 1,848 10:14 14:58 38:49 ⛏ Fast Castle
30 1,520 11:46 18:38 37:03 ⛏ Fast Castle
26 1,304 9:44 22:18 35:48 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
38,265 17,595 20,370 1,985 78,215 81,232
23,110 11,050 13,525 2,045 49,730 52,700
14,325 16,400 12,775 1,150 44,650 46,575
14,010 15,426 10,360 1,660 41,456 48,425
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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