AoeStats
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Hill Fort

503926779Analyzed
3v3 RM · 28d ago on Sep 3, 2026· 47m 57s· 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
🇳🇿 Koreans · New Zealand
1064
+16
🇧🇷 Jurchens · Brazil
1058
+17
🇺🇸 Persians · United States
1052
+17
🇨🇦 Shu · Canada
1124
-19
🇦🇷 Vikings · Argentina
1055
-40
🇺🇸 Hindustanis · United States
1033
-15
Player eAPM Actions Feudal Castle Imperial Opening
39 1,883 10:18 21:11 34:18 ⚔ Archer Rush
31 1,467 11:05 19:53 45:53 ⚔ Scout Rush
30 1,425 11:48 18:02 42:13 ⛏ Fast Castle
29 1,376 12:20 20:54 — ⛏ Fast Castle
27 1,305 10:02 20:24 40:58 ⛏ Fast Castle
20 939 12:31 18:20 33:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,610 36,346 11,765 2,335 64,056 67,246
19,480 13,283 16,035 855 49,653 51,911
21,965 10,580 8,085 2,255 42,885 49,818
17,920 9,490 7,005 1,915 36,330 44,491
12,835 13,330 7,855 1,195 35,215 36,800
11,125 7,125 1,270 1,960 21,480 26,386
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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