AoeStats
← OnPlayerExitVehicle v2

Hill Fort

503877260Analyzed
3v3 RM · 29d ago on Sep 2, 2026· 59m 30s· 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
🇺🇸 Khmer · United States
800
+15
🇦🇷 Tupi · Argentina
758
+17
🇺🇸 Teutons · United States
738
+18
🇹🇷 Italians · Türkiye
800
-18
🇹🇷 Khmer · Türkiye
787
-17
🇹🇷 Mongols · Türkiye
772
-44
Player eAPM Actions Feudal Castle Imperial Opening
27 1,597 12:29 21:42 38:28 ⚔ Skirmisher Rush
23 1,393 11:01 21:54 34:10 ⛏ Fast Castle
18 1,096 11:40 21:53 36:29 ⛏ Fast Castle
17 1,034 12:47 21:43 35:30 ⛏ Fast Castle
16 950 12:39 26:37 — ⛏ Fast Castle
12 714 10:30 23:05 36:22 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,645 26,030 18,070 3,650 80,395 97,449
32,005 23,366 14,785 2,260 72,416 82,998
11,900 30,510 23,635 4,750 70,795 75,883
23,760 21,920 16,465 3,125 65,270 75,626
14,805 21,755 14,835 2,800 54,195 64,699
15,325 6,500 6,320 1,600 29,745 30,836
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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