AoeStats
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Hill Fort

506821606Analyzed
2v2 RM · 17d ago on Sep 15, 2026· 37m 24s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇨🇭 Armenians · Switzerland
1363
+14
🇹🇼 Poles · Taiwan
1335
+14
🇪🇸 Mongols · Spain
1313
-14
🇪🇸 Georgians · Spain
1302
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 1,779 8:34 22:57 33:30 ⚔ M@A Rush
42 1,585 9:01 26:14 — ⚔ Tower Rush
35 1,320 8:56 18:21 — ⚔ Towers FC
20 757 8:50 25:20 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,730 6,193 4,295 750 21,968 23,272
10,375 6,699 1,290 3,335 21,699 23,719
8,225 5,418 1,545 1,125 16,313 19,595
6,480 5,468 1,620 575 14,143 16,477
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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