AoeStats
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Hill Fort

504394328Analyzed
3v3 RM · 26d ago on Sep 5, 2026· 50m 45s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
36 1,834 10:45 21:34 38:39 ⚔ Archer Rush
35 1,762 11:52 17:44 42:44 ⛏ Fast Castle
34 1,741 9:28 23:10 47:53
29 1,457 11:15 15:30 36:56 ⛏ Fast Castle
24 1,207 11:08 19:06 33:14 ⛏ Fast Castle
18 919 10:32 16:35 41:57 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,330 30,335 9,340 2,160 60,165 63,163
18,515 23,175 14,500 2,500 58,690 64,052
26,065 12,390 8,230 3,000 49,685 58,932
18,200 12,745 8,770 1,740 41,455 47,992
17,395 14,270 6,710 2,095 40,470 46,259
14,825 12,190 5,870 2,280 35,165 40,342
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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