AoeStats
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Hill Fort

506092079Analyzed
2v2 RM · 20d ago on Sep 12, 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
🇦🇺 Magyars · Australia
802
+20
🇦🇺 Japanese · Australia
797
+24
🇮🇳 Chinese · India
802
-42
🇧🇷 Khmer · Brazil
745
-14
Player eAPM Actions Feudal Castle Imperial Opening
36 2,149 10:53 21:25 39:09 ⚔ Scout Rush
15 875 12:39 25:13 47:53 ⚔ M@A FC into Archers
12 699 12:02 27:29 43:12
11 681 14:14 20:57 37:48 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,760 11,695 20,555 4,250 62,260 65,365
22,865 18,720 14,340 1,525 57,450 74,169
27,220 10,190 14,390 2,750 54,550 60,748
18,370 12,627 10,055 2,400 43,452 48,387
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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