AoeStats
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Hill Fort

505102759Analyzed
4v4 RM · 26d ago on Sep 7, 2026· 16m 32s· 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
🇦🇷 Franks · Argentina
1062
+13
🇨🇱 Mongols · Chile
1021
+15
🇨🇱 Koreans · Chile
994
+16
🇺🇸 Portuguese · United States
963
+16
🇪🇸 Slavs · Spain
1006
-16
🇺🇸 Franks · United States
1000
-45
🇬🇧 Japanese · United Kingdom
980
-15
🇨🇴 Goths · Colombia
973
-14
Player eAPM Actions Feudal Castle Imperial Opening
39 652 10:38 — — ⛏ Fast Castle
25 407 10:11 — — ⚔ Tower Rush
14 224 15:56 — — ⚔ M@A Rush
7 116 — — — ⚔ Drush
4 72 — — —
4 60 — — —
3 45 — — —
2 31 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,000 2,585 200 0 5,785 6,427
2,400 1,570 250 0 4,220 5,100
1,600 925 50 625 3,200 3,899
1,050 300 40 0 1,390 1,868
250 100 0 0 350 1,600
350 0 0 0 350 280
0 0 0 0 0 175
0 0 0 0 0 135
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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