AoeStats
← Elite Viking

Hill Fort

506438380Analyzed
3v3 RM · 19d ago on Sep 13, 2026· 73m 57s· 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
🇲🇦 Britons · Morocco
1106
+11
🇲🇦 Wei · Morocco
1059
+13
🇲🇦 Jurchens · Morocco
1018
+13
🇿🇦 Mapuche · South Africa
990
-13
🇿🇦 Spanish · South Africa
983
-12
🇿🇦 Goths · South Africa
978
-12
Player eAPM Actions Feudal Castle Imperial Opening
34 2,529 11:24 18:32 32:48 ⛏ Fast Castle
33 2,468 11:04 15:27 29:40 ⛏ Fast Castle
29 2,130 13:20 17:49 30:31 ⛏ Fast Castle
28 2,104 11:23 18:49 34:55 ⛏ Fast Castle
20 1,445 13:07 23:32 36:56 ⛏ Fast Castle
16 1,184 17:48 27:19 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
40,090 43,120 14,505 3,455 101,170 103,043
16,735 41,165 27,700 7,480 93,080 125,246
39,905 21,355 26,025 4,040 91,325 129,368
36,240 15,655 12,005 1,400 65,300 68,864
27,300 19,965 16,170 1,500 64,935 83,516
20,585 18,130 14,635 3,720 57,070 76,512
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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