AoeStats
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Hill Fort

505089872Analyzed
2v2 RM · 23d ago on Sep 7, 2026· 77m 23s· 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
🇺🇸 Armenians · United States
973
+15
🇧🇷 Cumans · Brazil
920
+17
🇩🇪 Teutons · Germany
943
-16
🇩🇪 Saracens · Germany
943
-16
Player eAPM Actions Feudal Castle Imperial Opening
34 2,602 11:59 25:53 42:59 ⚔ Archer Rush
24 1,860 12:44 26:15 49:54
20 1,552 10:49 21:10 41:52 ⚔ FC into Scouts
16 1,231 11:26 25:19 51:58 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,530 25,958 11,200 2,030 72,718 77,911
23,730 22,859 20,315 3,125 70,029 76,208
29,365 8,950 15,960 2,900 57,175 62,966
24,480 15,375 13,730 3,060 56,645 64,031
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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