AoeStats
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Hill Fort

505530524Analyzed
3v3 RM · 23d ago on Sep 9, 2026· 42m 51s· 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
🇺🇸 Portuguese · United States
1015
+15
🇷🇺 Franks · Russia
986
+16
🇳🇿 Poles · New Zealand
982
+16
🇻🇪 Khmer · Venezuela
1033
-18
🇻🇪 Bulgarians · Venezuela
971
-15
🇻🇪 Magyars · Venezuela
943
-14
Player eAPM Actions Feudal Castle Imperial Opening
32 1,359 9:41 19:24 28:55 ⛏ Fast Castle
26 1,116 13:00 26:05 37:43
26 1,094 10:16 24:40 — ⚔ Scout Rush
24 1,019 10:15 20:03 39:26 ⛏ Fast Castle
24 1,026 9:14 15:10 29:15 ⛏ Fast Castle
17 716 10:48 15:42 32:53 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,945 11,840 10,360 2,085 46,230 51,792
13,510 16,845 10,890 2,350 43,595 51,629
15,515 9,395 8,570 880 34,360 38,066
13,040 6,915 5,670 4,055 29,680 32,714
11,290 7,760 5,040 1,500 25,590 28,043
10,875 6,755 4,685 1,280 23,595 27,045
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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