AoeStats
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Hill Fort

504892208Analyzed
2v2 RM · 2mo ago on Sep 7, 2026· 72m 34s· 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
🇺🇸 Georgians · United States
627
+10
🇦🇷 Spanish · Argentina
621
+9
vs
🇧🇷 Celts · Brazil
597
-13
🇪🇸 Britons · Spain
340
-6
Player eAPM Actions Feudal Castle Imperial Opening
31 2,284 13:11 22:09 34:14 ⛏ Fast Castle
24 1,759 11:54 22:22 40:11 ⛏ Fast Castle
16 1,178 12:18 30:23 42:22 ⛏ Fast Castle
13 964 12:38 29:16 38:33 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
53,260 14,851 19,560 2,050 89,721 99,796
31,925 15,315 17,280 5,135 69,655 92,257
21,295 15,070 10,980 3,045 50,390 54,562
9,795 12,475 7,930 2,620 32,820 41,474
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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