AoeStats
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Hill Fort

505499908Analyzed
3v3 RM · 21d ago on Sep 9, 2026· 61m 38s· 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
🇦🇷 Sicilians · Argentina
732
+11
🇦🇷 Cumans · Argentina
717
+11
🇦🇷 Franks · Argentina
518
+20
🇪🇸 Vietnamese · Spain
627
-15
🇪🇸 Franks · Spain
616
-14
🇪🇸 Spanish · Spain
582
-13
Player eAPM Actions Feudal Castle Imperial Opening
41 2,511 12:59 26:43 53:02 ⚔ Towers FC
32 1,947 11:08 25:14 43:26
28 1,749 11:11 21:57 42:15 ⚔ Scouts FC
26 1,606 12:20 24:31 54:38 ⚔ Towers into Scouts
21 1,278 10:21 32:46 41:28 ⚔ Tower Rush
8 477 13:04 31:48 52:19

Resources

Player Food Wood Gold Stone Spent Collected
26,995 28,155 8,265 3,125 66,540 74,314
17,490 19,989 7,510 4,600 49,589 55,769
19,725 15,723 7,205 3,050 45,703 50,848
18,415 7,550 11,625 3,575 41,165 52,401
17,525 8,370 7,140 1,400 34,435 55,501
14,355 6,640 5,160 1,500 27,655 35,535
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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