AoeStats
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Hill Fort

504106086Analyzed
3v3 RM · 28d ago on Sep 3, 2026· 69m 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 · Türkiye
710
+17
🇦🇷 Cumans · Argentina
704
+18
🇧🇴 Teutons · Bolivia
661
+20
🇺🇸 Romans · United States
748
-19
🇺🇸 Mongols · United States
746
-19
🇺🇸 Bulgarians · United States
723
-17
Player eAPM Actions Feudal Castle Imperial Opening
30 2,086 11:16 25:49 37:03 ⚔ Scout Rush
19 1,311 10:43 24:46 42:51
15 1,016 11:18 20:22 39:22 ⛏ Fast Castle
14 970 9:53 19:22 31:34 ⛏ Fast Castle
11 738 10:16 21:45 38:43 ⛏ Fast Castle
11 770 12:08 22:59 36:26 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
35,930 20,965 31,870 2,130 90,895 104,097
24,140 12,712 14,570 2,025 53,447 68,116
17,860 20,015 12,275 1,500 51,650 68,483
20,600 16,670 9,695 2,410 49,375 65,388
21,165 15,795 7,805 1,410 46,175 53,576
19,045 15,970 7,395 2,550 44,960 50,834
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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