AoeStats
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Hill Fort

505328552Analyzed
3v3 RM · 24d ago on Sep 8, 2026· 45m 8s· 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
🇨🇴 Franks · Colombia
898
+13
🇦🇷 Gurjaras · Argentina
888
+13
🇹🇷 Italians · Türkiye
864
+14
🇹🇷 Britons · Türkiye
919
-46
🇹🇷 Khmer · Türkiye
800
-12
🇹🇷 Huns · Türkiye
760
-11
Player eAPM Actions Feudal Castle Imperial Opening
22 1,015 13:24 23:17 43:09 ⚔ FC into Archers
18 832 10:22 19:14 34:35 ⛏ Fast Castle
14 611 11:14 20:28 32:32 ⚔ FC into Skirms
13 609 12:45 20:01 30:56 ⛏ Fast Castle
13 581 14:25 20:49 38:24 ⛏ Fast Castle
13 571 12:40 22:27 38:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,895 10,165 5,610 1,400 35,070 42,819
10,155 15,190 7,975 850 34,170 41,801
10,175 11,520 7,790 1,565 31,050 38,279
13,480 7,035 6,445 2,195 29,155 31,687
14,815 4,710 8,615 850 28,990 29,593
10,575 6,125 3,350 750 20,800 24,612
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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