AoeStats
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Hill Fort

504566801Analyzed
2v2 RM · 25d ago on Sep 5, 2026· 42m 42s· 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
🇩🇪 Cumans · Germany
1301
+12
🇩🇪 Spanish · Germany
1127
+20
🇺🇸 Mongols · United States
1235
-17
🇬🇧 Sicilians · United Kingdom
1194
-15
Player eAPM Actions Feudal Castle Imperial Opening
40 1,711 11:13 18:23 39:26 ⛏ Fast Castle
28 1,192 8:32 26:09 — ⚔ Scouts into Towers
26 1,108 9:12 23:40 34:32 ⚔ Scout Rush
20 871 12:25 18:00 39:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,095 11,810 8,595 550 42,050 42,630
13,265 13,720 9,615 2,815 39,415 47,346
13,090 6,820 6,895 850 27,655 31,592
9,010 9,821 3,640 1,025 23,496 24,411
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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