AoeStats
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Hill Fort

506157320Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 42m 56s· 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
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1540
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Player eAPM Actions Feudal Castle Imperial Opening
52 2,246 10:50 14:38 29:15 ⛏ Fast Castle
45 1,946 11:05 16:18 33:57 ⛏ Fast Castle
43 1,850 10:57 15:47 — ⛏ Fast Castle
42 1,799 8:24 24:33 — ⚔ Archer Rush
41 1,771 8:57 17:40 38:41 ⛏ Fast Castle
32 1,365 9:58 16:18 — ⛏ Fast Castle
30 1,269 9:50 13:02 31:21 ⛏ Fast Castle
29 1,228 10:27 23:08 31:48 ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
19,175 25,863 11,775 3,610 60,423 70,127
24,875 12,411 19,510 1,075 57,871 58,782
14,100 16,636 10,605 2,150 43,491 50,869
11,325 18,045 10,975 2,905 43,250 49,249
19,130 12,050 6,035 2,150 39,365 42,727
19,675 6,813 10,495 335 37,318 40,177
10,795 15,130 5,050 2,355 33,330 34,625
7,900 8,350 4,235 620 21,105 26,784
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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