AoeStats
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Hill Fort

506567747Analyzed
4v4 RM · 17d ago on Sep 14, 2026· 14m 9s· 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
49 694 10:08 — — ⛏ Fast Castle
36 504 10:31 — — ⛏ Fast Castle
34 484 10:40 — — ⛏ Fish Boom
31 433 12:30 — — ⛏ Fast Castle
29 414 9:40 — — ⛏ Fast Castle
28 402 9:59 — —
28 403 8:50 — — ⚔ Scout Rush
27 378 10:59 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,120 1,635 150 0 4,905 4,917
2,775 1,280 200 0 4,255 4,499
2,150 1,790 50 135 4,125 4,791
2,550 1,290 250 0 4,090 4,277
2,600 1,255 200 0 4,055 4,723
2,400 1,290 250 0 3,940 5,511
2,025 1,705 50 0 3,780 4,656
2,450 850 200 0 3,500 3,521
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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