AoeStats
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Hill Fort

504417845Analyzed
3v3 RM · 29d ago on Sep 5, 2026· 47m 18s· 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
🇰🇷 Persians · South Korea
835
+15
🇷🇺 Inca · Russia
783
+17
🇹🇼 Japanese · Taiwan
782
+17
🇨🇳 Teutons · China
844
-17
🇪🇸 Japanese · Spain
838
-17
🇦🇪 Bohemians · United Arab Emirates
766
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 1,999 10:46 18:32 44:19 ⛏ Fast Castle
24 1,139 12:15 20:05 30:29 ⛏ Fast Castle
22 1,053 13:03 22:18 36:58 ⚔ FC into Archers
19 903 11:49 25:19 — ⛏ Fast Castle
16 753 11:40 20:12 — ⛏ Fast Castle
9 442 12:37 19:55 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,230 10,970 9,960 3,120 48,280 51,973
15,085 13,640 8,770 1,720 39,215 39,683
14,550 6,825 7,435 1,400 30,210 33,406
16,460 8,050 3,580 1,185 29,275 30,246
8,090 7,475 2,000 1,525 19,090 20,639
6,900 6,850 1,510 850 16,110 20,054
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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