AoeStats
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Hill Fort

506928336Analyzed
4v4 RM · 18d ago on Sep 15, 2026· 52m 52s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
27 1,426 10:18 18:32 36:07 ⚔ Scout Rush
26 1,389 11:26 23:33 38:14
22 1,153 13:08 18:10 27:19 ⛏ Fast Castle
20 1,082 11:09 17:24 42:34 ⛏ Fast Castle
15 772 9:52 21:55 36:39 ⛏ Fast Castle
14 756 13:25 23:49 — ⛏ Fast Castle
13 665 14:49 21:08 33:47 ⛏ Fast Castle
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
26,785 27,355 10,955 2,525 67,620 72,184
27,745 13,060 8,395 1,600 50,800 56,455
18,340 15,113 8,040 3,890 45,383 57,633
18,480 11,690 10,030 1,980 42,180 47,048
17,915 13,376 4,285 2,520 38,096 40,962
12,370 8,630 7,855 2,425 31,280 40,456
10,990 8,740 2,890 2,430 25,050 27,627
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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