AoeStats
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Hill Fort

505248325Analyzed
4v4 RM · 24d ago on Sep 8, 2026· 8m 26s· 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
🇫🇷 Mongols · France
1493
+16
🇧🇪 Bohemians · Belgium
1481
+16
🇩🇪 Ethiopians · Germany
1469
+17
🇬🇧 Hindustanis · United Kingdom
1435
+18
🇩🇪 Georgians · Germany
1527
-19
🇨🇳 Mongols · China
1518
-18
🇦🇷 Berbers · Argentina
1469
-16
🇪🇸 Georgians · Spain
1417
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 400 — — —
46 390 — — —
43 363 — — —
39 333 — — —
36 303 — — —
36 302 — — —
34 288 — — —
32 268 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,000 790 0 0 2,790 3,400
1,900 650 0 0 2,550 2,694
1,350 480 0 0 1,830 1,922
1,500 250 0 0 1,750 2,620
1,070 590 50 0 1,710 2,007
1,200 330 0 0 1,530 2,213
1,100 350 0 0 1,450 2,082
750 175 0 0 925 1,778
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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