AoeStats
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Hill Fort

506566039Analyzed
4v4 RM · 19d ago on Sep 14, 2026· 61m 19s· 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
35 2,174 11:58 19:24 39:23 ⛏ Fast Castle
27 1,640 14:13 20:59 38:50 ⛏ Fast Castle
24 1,454 9:48 18:55 58:07 ⛏ Fast Castle
23 1,440 10:52 19:54 31:56 ⛏ Fast Castle
21 1,276 10:40 16:55 34:05 ⛏ Fast Castle
21 1,304 12:07 22:28 36:18 ⛏ Fast Castle
17 1,017 13:23 20:41 39:48 ⛏ Fast Castle
13 808 13:15 24:22 46:11

Resources

Player Food Wood Gold Stone Spent Collected
17,030 24,130 18,330 4,155 63,645 73,091
30,065 8,808 15,605 4,200 58,678 75,389
25,615 15,180 12,300 1,630 54,725 63,357
25,510 19,345 6,635 3,230 54,720 62,110
23,950 15,964 8,900 4,425 53,239 65,251
20,280 17,520 7,375 5,495 50,670 51,860
15,055 10,853 9,355 1,645 36,908 50,919
12,050 10,458 4,580 3,310 30,398 33,920
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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