AoeStats
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Hill Fort

505039743Analyzed
4v4 RM · 24d ago on Sep 7, 2026· 2m 29s· 8 players
Game mode
Random Map
Map size
Large (8 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
🇪🇸 Tatars · Spain
1277
+15
🇺🇸 Romans · United States
1265
+15
🇪🇸 Wei · Spain
1176
+19
🇪🇸 Khmer · Spain
1105
+22
🇺🇸 Dravidians · United States
1259
-18
🇧🇷 Turks · Brazil
1258
-18
🇲🇽 Malay · Mexico
1242
-18
🇦🇷 Khmer · Argentina
1235
-17
Player eAPM Actions Feudal Castle Imperial Opening
55 138 — — —
53 133 — — —
47 118 — — —
47 118 — — —
34 84 — — —
33 83 — — —
29 73 — — —
22 56 — — —

Resources

Player Food Wood Gold Stone Spent Collected
300 100 0 0 400 313
150 125 0 0 275 190
100 100 50 0 250 132
150 100 0 0 250 131
150 100 0 0 250 180
100 100 0 0 200 120
100 100 0 0 200 130
0 0 0 0 0 0
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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