AoeStats
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Hill Fort

505339473Analyzed
2v2 RM · 22d ago on Sep 8, 2026· 110m 55s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇦🇹 Turks · Austria
922
+14
🇫🇷 Byzantines · France
770
+20
🇨🇴 Tatars · Colombia
876
-17
🇨🇴 Mongols · Colombia
876
-17
Player eAPM Actions Feudal Castle Imperial Opening
32 3,548 10:33 18:41 41:31 ⛏ Fast Castle
20 2,257 10:52 19:18 42:30 ⛏ Fast Castle
17 1,930 10:25 21:51 28:25 ⛏ Fish Boom FC
12 1,305 13:25 19:01 32:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
51,015 47,265 31,045 7,335 136,660 153,480
61,785 51,610 15,550 2,750 131,695 142,498
66,620 26,195 33,550 4,210 130,575 140,866
44,265 44,600 18,305 3,150 110,320 121,022
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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