AoeStats
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Hill Fort

506984518Analyzed
3v3 RM · 17d ago on Sep 16, 2026· 39m 8s· 6 players
Game mode
Random Map
Map size
Normal (6 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 · United States
630
+9
🇺🇸 Burgundians · United States
556
+12
🇺🇸 Malians · United States
554
+12
🇺🇸 Shu · United States
591
-24
🇵🇪 Khmer · Peru
485
-12
🇺🇸 Ethiopians · United States
320
-6
Player eAPM Actions Feudal Castle Imperial Opening
16 621 13:38 23:18 — ⛏ Fast Castle
15 575 10:20 20:34 — ⚔ FC into Scouts
13 524 11:09 23:26 — ⚔ FC into Scouts
11 430 11:20 19:05 — ⛏ Fast Castle
11 440 11:48 21:58 — ⛏ Fast Castle
4 160 12:37 — —

Resources

Player Food Wood Gold Stone Spent Collected
8,215 8,155 2,115 300 18,785 24,768
9,000 5,765 1,830 1,450 18,045 24,201
8,910 5,225 2,795 225 17,155 22,797
6,940 4,940 2,595 2,200 16,675 23,161
6,825 4,515 2,300 1,030 14,670 17,856
800 225 0 0 1,025 1,590
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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