AoeStats
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Hill Fort

504111456Analyzed
3v3 RM · 28d ago on Sep 3, 2026· 117m 37s· 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 · Brazil
786
+14
🇺🇸 Mongols · United States
746
+16
🇺🇸 Bulgarians · United States
723
+18
🇵🇪 Chinese · Peru
773
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🇺🇸 Gurjaras · United States
754
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🇺🇸 Chinese · United States
734
-15
Player eAPM Actions Feudal Castle Imperial Opening
43 5,114 9:18 17:44 55:20 ⛏ Fast Castle
20 2,404 8:51 24:57 64:41 ⛏ Fast Castle
19 2,236 10:33 23:55 38:35
14 1,666 11:12 20:33 64:02 ⚔ FC into Skirms into Scouts
13 1,492 11:12 17:16 25:52 ⛏ Fast Castle
10 1,225 12:49 25:17 48:50 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
147,560 30,346 22,435 4,500 204,841 219,368
58,755 56,560 22,730 4,740 142,785 163,586
38,610 40,350 31,620 4,150 114,730 140,347
41,665 32,639 23,670 5,290 103,264 110,817
29,640 24,810 7,875 2,950 65,275 65,676
19,595 16,820 11,245 4,875 52,535 64,129
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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