AoeStats
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Hill Fort

504531329Analyzed
2v2 RM · 25d ago on Sep 5, 2026· 35m 57s· 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
🇷🇺 Berbers · Russia
1411
+11
🇷🇺 Celts · Russia
1389
+13
🇹🇼 Franks · Taiwan
1301
-12
🇹🇼 Italians · Taiwan
1301
-12
Player eAPM Actions Feudal Castle Imperial Opening
62 2,220 10:33 15:39 33:26 ⛏ Fast Castle
50 1,811 9:40 25:36 — ⚔ Skirmisher Rush
50 1,803 10:11 25:00 — ⚔ Towers into Archers
31 1,115 10:41 14:35 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,775 10,370 6,185 2,850 29,180 30,238
10,235 8,065 2,645 1,750 22,695 23,565
9,250 6,068 2,230 1,625 19,173 21,796
5,775 6,290 1,345 1,775 15,185 15,986
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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