AoeStats
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Hill Fort

504636689Analyzed
2v2 RM · 25d ago on Sep 6, 2026· 57m 30s· 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
🇺🇸 Armenians · United States
902
+19
🇺🇸 Aztecs · United States
899
+19
🇺🇸 Armenians · United States
971
-19
🇺🇸 Cumans · United States
968
-19
Player eAPM Actions Feudal Castle Imperial Opening
16 904 10:05 29:16 50:48 ⚔ M@A Rush
15 845 9:44 29:57 47:01 ⚔ Skirms into Archers
15 854 9:49 24:29 — ⛏ Fast Castle
13 732 12:57 24:40 38:47 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,170 9,405 16,180 850 48,605 59,455
22,340 10,195 8,435 2,900 43,870 48,648
11,900 12,070 5,485 3,875 33,330 44,418
11,045 10,615 7,440 3,830 32,930 33,888
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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