AoeStats
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Hill Fort

504544543Analyzed
4v4 RM · 26d ago on Sep 5, 2026· 39m 51s· 8 players
Game mode
Random Map
Map size
Large (8 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
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Player eAPM Actions Feudal Castle Imperial Opening
41 1,637 9:54 16:59 37:03 ⛏ Fast Castle
36 1,422 11:20 15:10 35:10 ⛏ Fast Castle
36 1,445 10:54 15:12 31:26 ⛏ Fast Castle
31 1,232 10:56 16:02 — ⛏ Fast Castle
30 1,178 11:17 15:32 33:36 ⛏ Fast Castle
29 1,149 11:01 16:14 35:40 ⛏ Fast Castle
27 1,090 10:40 17:31 38:27 ⛏ Fast Castle
27 1,077 12:35 16:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,285 11,660 4,115 2,965 35,025 39,901
13,700 12,530 6,495 1,620 34,345 36,981
11,575 10,345 6,955 1,600 30,475 32,119
12,355 9,010 6,090 2,050 29,505 31,945
11,120 10,795 5,915 200 28,030 30,436
12,175 8,900 2,990 2,810 26,875 27,410
9,835 11,827 2,170 1,630 25,462 29,294
11,625 7,365 4,790 1,505 25,285 27,211
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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