AoeStats
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Hill Fort

504647520Analyzed
2v2 RM · 26d ago on Sep 6, 2026· 59m 19s· 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
🇲🇽 Mongols · Mexico
1438
+17
🇺🇸 Cumans · United States
1385
+19
🇦🇷 Maya · Argentina
1471
-19
🇦🇷 Teutons · Argentina
1432
-17
Player eAPM Actions Feudal Castle Imperial Opening
62 3,676 8:14 23:11 45:32 ⛏ Fast Castle
42 2,470 10:05 28:55 34:58 ⚔ Archers into Fish Boom
34 2,019 10:33 18:21 41:16 ⛏ Fast Castle
34 2,021 9:10 22:20 41:27 ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
34,265 16,965 20,055 2,340 73,625 76,323
25,430 25,779 15,420 5,570 72,199 73,251
28,575 14,308 18,170 2,670 63,723 69,590
19,890 28,071 12,050 3,370 63,381 64,327
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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