AoeStats
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Hill Fort

505520556Analyzed
2v2 RM · 24d ago on Sep 9, 2026· 47m 53s· 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
🇹🇷 Turks · Türkiye
1064
+13
🇨🇴 Italians · Colombia
1019
+15
🇬🇧 Celts · United Kingdom
1034
-15
🇮🇹 Huns · Italy
968
-13
Player eAPM Actions Feudal Castle Imperial Opening
38 1,817 11:55 16:35 38:19 ⛏ Fast Castle
28 1,335 10:03 20:01 32:24 ⚔ Scout Rush
18 845 14:14 20:08 31:54 ⛏ Fast Castle
15 725 11:27 18:47 36:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,770 15,415 11,935 1,800 49,920 59,919
23,345 11,136 10,500 1,630 46,611 49,699
17,485 8,570 6,600 2,800 35,455 38,416
14,000 10,530 6,195 1,730 32,455 38,065
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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