AoeStats
← Emmayel

Hill Fort

505365451Analyzed
4v4 RM · 22d ago on Sep 9, 2026· 26m 12s· 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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1489
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1357
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🇨🇦 Japanese · Canada
1267
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Player eAPM Actions Feudal Castle Imperial Opening
60 1,562 10:10 15:54 — ⛏ Fast Castle
49 1,277 10:28 21:10 — ⚔ Scout Rush
37 973 10:33 15:45 — ⛏ Fast Castle
35 929 12:08 16:43 — ⛏ Fast Castle
32 847 12:09 16:07 — ⛏ Fast Castle
28 728 9:52 21:24 — ⛏ Fast Castle
24 623 11:16 15:58 — ⛏ Fast Castle
21 538 11:16 15:53 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,495 3,480 3,245 200 15,420 15,370
8,775 5,335 350 200 14,660 15,793
6,370 5,412 2,250 200 14,232 15,541
4,650 5,868 2,875 0 13,393 14,483
8,205 3,053 1,125 0 12,383 12,800
4,750 4,810 1,780 200 11,540 13,049
4,525 5,073 1,615 200 11,413 11,840
4,500 5,045 1,080 300 10,925 11,734
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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