AoeStats
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Hill Fort

506098014Analyzed
2v2 RM · 21d ago on Sep 12, 2026· 31m 39s· 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
822
+19
🇦🇺 Japanese · Australia
821
+26
🇸🇮 Britons · Slovenia
851
-17
🇪🇸 Huns · Spain
818
-16
Player eAPM Actions Feudal Castle Imperial Opening
39 1,245 10:11 20:27 — ⚔ Scout Rush
16 516 10:59 20:01 — ⛏ Fast Castle
14 448 9:47 21:57 — ⚔ Archer Rush
11 338 11:56 22:53 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,820 4,930 3,400 200 16,350 17,833
7,205 3,390 1,335 1,060 12,990 15,841
5,515 3,500 1,375 1,400 11,790 14,567
4,695 4,645 650 750 10,740 13,199
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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