AoeStats
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Hill Fort

505489732Analyzed
3v3 RM · 23d ago on Sep 9, 2026· 35m 47s· 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
🇬🇧 Malay · United Kingdom
1357
+16
🇪🇸 Japanese · Spain
1303
+18
🇫🇮 Tatars · Finland
1289
+19
🇪🇸 Poles · Spain
1399
-20
🇺🇸 Vietnamese · United States
1366
-18
🇧🇷 Spanish · Brazil
1281
-15
Player eAPM Actions Feudal Castle Imperial Opening
53 1,897 10:42 17:20 — ⛏ Fast Castle
42 1,488 9:46 20:27 — ⚔ M@A FC
34 1,209 11:20 15:59 — ⛏ Fast Castle
33 1,187 9:45 16:05 — ⚔ FC into Archers
24 847 11:36 17:30 — ⚔ FC into Scouts
19 686 10:53 17:39 30:20 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
12,290 11,160 5,790 3,410 32,650 34,536
12,240 10,600 1,925 1,600 26,365 29,296
10,905 10,278 4,720 455 26,358 26,651
11,215 8,020 3,745 2,375 25,355 27,523
9,350 10,060 5,335 200 24,945 27,233
5,925 8,066 3,375 300 17,666 19,550
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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