AoeStats
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Hill Fort

506132254Analyzed
4v4 RM · 21d ago on Sep 12, 2026· 54m 27s· 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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Player eAPM Actions Feudal Castle Imperial Opening
52 2,809 12:29 16:28 35:40 ⛏ Fast Castle
50 2,739 11:01 15:01 37:45 ⛏ Fast Castle
44 2,393 12:07 16:31 39:02 ⛏ Fast Castle
43 2,348 9:24 21:53 36:47 ⚔ Archer Rush
35 1,912 10:59 14:57 32:33 ⛏ Fast Castle
34 1,878 10:38 15:20 33:35 ⛏ Fast Castle
31 1,678 11:31 15:21 31:33 ⛏ Fast Castle
22 1,218 11:02 15:51 41:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
59,490 26,658 25,510 1,800 113,458 123,002
28,830 44,025 30,935 4,795 108,585 116,767
30,410 18,465 17,015 2,275 68,165 71,206
21,630 19,951 11,740 1,625 54,946 61,146
23,770 13,960 12,090 4,900 54,720 70,369
25,040 11,775 14,545 3,220 54,580 58,805
18,295 20,435 10,980 2,605 52,315 54,633
16,410 18,550 8,855 1,700 45,515 48,306
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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