AoeStats
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Hill Fort

506697938Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 53m 2s· 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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Player eAPM Actions Feudal Castle Imperial Opening
44 2,355 10:52 15:02 36:15 ⛏ Fast Castle
31 1,630 10:23 14:42 32:32 ⛏ Fast Castle
30 1,579 10:53 14:48 32:04 ⛏ Fast Castle
30 1,576 10:33 15:10 31:52 ⛏ Fast Castle
29 1,526 11:44 15:53 34:33 ⛏ Fast Castle
26 1,395 10:35 20:38 35:45 ⛏ Fast Castle
21 1,118 10:34 14:26 46:17 ⛏ Fast Castle
21 1,125 14:03 19:02 38:24 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
48,255 26,615 30,145 1,265 106,280 107,359
22,325 32,505 16,670 4,590 76,090 79,995
24,260 27,045 16,375 4,025 71,705 73,202
21,025 26,590 17,075 5,015 69,705 78,321
21,250 24,956 16,735 4,050 66,991 77,120
26,350 15,250 18,325 3,610 63,535 75,110
30,335 9,665 8,870 3,540 52,410 55,964
19,645 9,505 6,670 1,050 36,870 38,904
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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