AoeStats
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Hill Fort

504913803Analyzed
4v4 RM · 25d ago on Sep 7, 2026· 5m 57s· 8 players
Game mode
Random Map
Map size
Large (8 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
🇨🇱 Portuguese · Chile
1364
+12
🇨🇱 Khmer · Chile
1301
+15
🇨🇱 Chinese · Chile
1270
+16
🇨🇱 Malians · Chile
1235
+17
🇦🇷 Berbers · Argentina
1313
-17
🇨🇳 Poles · China
1297
-16
🇫🇷 Bohemians · France
1251
-14
🇨🇳 Burmese · China
1228
-13
Player eAPM Actions Feudal Castle Imperial Opening
73 438 — — —
65 389 — — —
61 363 — — —
54 320 — — —
50 297 — — —
42 253 — — —
34 202 — — —
3 19 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,300 225 0 0 1,525 1,520
1,150 250 0 0 1,400 1,425
1,100 250 0 0 1,350 1,399
950 225 50 0 1,225 1,197
850 175 0 0 1,025 1,133
600 250 0 0 850 910
600 225 0 0 825 945
0 0 0 0 0 353
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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