AoeStats
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Hill Fort

504584100Analyzed
3v3 RM · 28d ago on Sep 5, 2026· 42m 46s· 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
🇲🇽 Mongols · Mexico
1102
+11
🇺🇸 Huns · United States
1080
+12
🇲🇽 Vietnamese · Mexico
1000
+16
🇰🇿 Ethiopians · Kazakhstan
1026
-14
🇲🇽 Teutons · Mexico
990
-13
🇬🇧 Turks · United Kingdom
975
-12
Player eAPM Actions Feudal Castle Imperial Opening
26 1,091 12:30 16:31 34:50 ⛏ Fast Castle
24 1,027 10:51 23:56 39:18 ⚔ Archer Rush
21 899 10:26 17:12 34:52 ⛏ Fast Castle
19 820 12:23 17:28 36:15 ⛏ Fast Castle
9 368 9:31 18:11 — ⛏ Fast Castle
0 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
18,945 19,220 9,135 2,410 49,710 65,440
16,435 15,205 14,225 1,050 46,915 48,357
22,470 10,590 8,320 1,410 42,790 52,531
18,210 10,045 8,935 1,250 38,440 44,819
3,925 2,715 200 205 7,045 8,550
0 0 0 0 0 0
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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