AoeStats
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Hill Fort

505764934Analyzed
3v3 RM · 22d ago on Sep 11, 2026· 105m 39s· 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
🇩🇪 Malay · Germany
889
+12
840
+14
🇨🇳 Inca · China
798
+16
🇨🇴 Japanese · Colombia
825
-15
🇨🇴 Turks · Colombia
818
-15
🇨🇴 Vietnamese · Colombia
746
-12
Player eAPM Actions Feudal Castle Imperial Opening
41 4,311 9:06 20:28 37:21 ⚔ Archer Rush
30 3,179 10:27 22:12 38:02 ⛏ Fish Boom FC
20 2,086 10:10 20:01 30:02 ⛏ Fast Castle
19 2,058 11:00 22:09 41:54 ⛏ Fish Boom FC
17 1,775 11:17 21:30 35:28 ⛏ Fast Castle
8 850 9:50 23:23 36:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
78,365 37,880 13,945 2,705 132,895 145,998
55,600 38,295 20,640 7,160 121,695 178,759
24,750 47,140 12,000 3,365 87,255 89,142
32,885 27,480 17,315 4,025 81,705 83,746
34,620 18,815 5,185 3,035 61,655 62,690
15,140 15,650 7,790 800 39,380 50,101
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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