AoeStats
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Hill Fort

506963707Analyzed
3v3 RM · 17d ago on Sep 16, 2026· 63m 17s· 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
🇦🇷 Khmer · Argentina
1564
+7
🇦🇷 Turks · Argentina
1315
+15
🇺🇸 Spanish · United States
1312
+15
🇵🇪 Poles · Peru
1338
-13
🇮🇳 Ethiopians · India
1318
-12
🇺🇾 Persians · Uruguay
1317
-12
Player eAPM Actions Feudal Castle Imperial Opening
97 6,146 10:03 16:06 56:18 ⛏ Fast Castle
49 3,086 9:14 21:47 38:59 ⚔ Archer Rush
30 1,896 12:40 17:52 53:48 ⛏ Fast Castle
28 1,792 11:01 16:35 45:18 ⛏ Fast Castle
27 1,737 11:21 30:39 44:07 ⚔ Scout Rush
7 414 8:34 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
42,805 22,049 13,455 2,145 80,454 83,062
29,190 10,680 20,025 2,050 61,945 68,272
30,965 17,568 6,605 2,580 57,718 66,219
28,680 12,240 11,685 2,200 54,805 61,153
15,105 20,445 14,845 850 51,245 60,263
2,450 1,300 100 500 4,350 10,707
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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