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Hill Fort

503815004Analyzed
2v2 RM · 8d ago on Sep 2, 2026· 49m 38s· 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
🇮🇳 Bulgarians · India
793
+18
🇦🇺 Mongols · Australia
783
+19
🇨🇭 Mongols · Switzerland
844
-19
🇨🇭 Ethiopians · Switzerland
839
-18
Player eAPM Actions Feudal Castle Imperial Opening
25 1,242 12:24 20:48 41:34 ⚔ Drush FC
19 942 11:56 20:52 36:24 ⚔ FC into Archers
17 862 11:23 20:55 31:23 ⛏ Fast Castle
16 811 11:32 17:09 31:55 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,760 14,945 11,400 2,150 56,255 63,561
16,270 10,950 8,095 3,650 38,965 50,651
15,310 11,435 9,160 2,150 38,055 40,142
8,425 8,770 6,180 2,825 26,200 30,595
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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