AoeStats
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Hill Fort

506233329Analyzed
3v3 RM · 18d ago on Sep 12, 2026· 56m 36s· 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
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790
+12
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734
+15
🇨🇱 Malay · Chile
663
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🇳🇴 Spanish · Norway
719
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🇳🇴 Koreans · Norway
697
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🇳🇴 Burgundians · Norway
695
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Player eAPM Actions Feudal Castle Imperial Opening
33 1,843 14:39 29:06 39:43
28 1,607 9:38 19:54 37:49 ⛏ Fast Castle
26 1,452 11:45 26:25 42:34 ⚔ Towers FC
22 1,247 13:26 23:11 40:03 ⛏ Fast Castle
15 825 12:16 22:03 39:09 ⛏ Fast Castle
11 636 12:12 21:32 35:15 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,120 15,210 16,165 2,050 56,545 66,820
25,510 10,450 16,915 3,350 56,225 62,021
15,920 18,810 17,595 2,150 54,475 72,426
21,890 6,964 12,495 1,300 42,649 45,086
13,610 13,290 6,805 2,050 35,755 42,559
12,285 11,790 7,370 1,975 33,420 36,398
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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