AoeStats
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Hill Fort

505999290Analyzed
2v2 RM · 22d ago on Sep 12, 2026· 57m 0s· 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
🇨🇦 Mongols · Canada
1067
+14
🇫🇷 Koreans · France
1025
+16
🇺🇸 Franks · United States
1056
-16
🇬🇹 Italians · Guatemala
991
-14
Player eAPM Actions Feudal Castle Imperial Opening
59 3,381 8:41 20:16 43:42 ⚔ M@A into Skirms
20 1,116 9:43 22:49 37:16 ⚔ Archer Rush
18 1,046 13:34 18:11 — ⛏ Fast Castle
15 879 11:21 21:35 44:35

Resources

Player Food Wood Gold Stone Spent Collected
22,160 25,105 11,365 4,850 63,480 70,812
4,200 36,695 10,310 1,950 53,155 54,134
10,275 13,395 8,150 2,315 34,135 38,232
10,465 11,055 7,360 850 29,730 34,086
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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