AoeStats
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Hill Fort

504200736Analyzed
2v2 RM · 28d ago on Sep 4, 2026· 103m 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
🇨🇳 Ethiopians · China
1087
+15
🇺🇸 Portuguese · United States
1077
+15
🇨🇭 Gurjaras · Switzerland
1096
-16
🇸🇦 Poles · Saudi Arabia
1034
-14
Player eAPM Actions Feudal Castle Imperial Opening
42 4,365 11:41 19:46 35:58 ⛏ Fast Castle
36 3,721 10:04 16:41 30:13 ⛏ Fast Castle
34 3,522 10:42 15:40 34:09 ⛏ Fast Castle
28 2,861 9:19 17:42 36:49 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
155,355 77,353 38,320 4,345 275,373 289,410
82,795 78,320 28,130 2,850 192,095 214,063
32,690 52,005 33,480 21,140 139,315 140,802
52,775 15,990 44,160 4,100 117,025 125,757
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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