AoeStats
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Hill Fort

504257404Analyzed
3v3 RM · 28d ago on Sep 4, 2026· 60m 58s· 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
🇬🇧 Chinese · United Kingdom
861
+15
🇬🇧 Bulgarians · United Kingdom
861
+15
🇬🇧 Celts · United Kingdom
859
+15
🇬🇧 Britons · United Kingdom
937
-19
🇬🇧 Romans · United Kingdom
915
-18
🇬🇧 Franks · United Kingdom
658
-8
Player eAPM Actions Feudal Castle Imperial Opening
32 1,936 12:17 28:25 44:48 ⚔ Archers into Skirms
32 1,944 10:42 24:47 44:36
18 1,118 10:21 26:06 53:02 ⚔ Archers into Skirms
15 923 9:44 23:24 42:50
14 876 12:06 25:25 47:52
9 559 11:18 22:32 43:58

Resources

Player Food Wood Gold Stone Spent Collected
25,890 18,888 10,660 3,460 58,898 61,339
26,890 19,685 8,055 2,700 57,330 60,950
24,745 17,560 8,845 3,000 54,150 59,486
26,370 13,055 10,555 3,615 53,595 62,038
15,220 19,790 12,880 2,625 50,515 55,254
16,950 8,960 9,020 3,180 38,110 50,178
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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