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Hill Fort

503853326Analyzed
3v3 RM · 7d ago on Sep 2, 2026· 60m 53s· 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
🇭🇺 Jurchens · Hungary
892
+14
🇦🇺 Maya · Australia
860
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🇨🇳 Lithuanians · China
838
+17
🇨🇭 Khmer · Switzerland
906
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🇨🇭 Cumans · Switzerland
866
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🇷🇴 Berbers · Romania
798
-13
Player eAPM Actions Feudal Castle Imperial Opening
29 1,760 11:57 19:27 36:18 ⛏ Fast Castle
29 1,754 10:51 21:07 36:37 ⚔ Archer Rush
20 1,216 10:27 14:42 34:14 ⛏ Fast Castle
18 1,066 13:15 21:22 41:04 ⚔ FC into Skirms
17 1,005 11:45 22:15 35:39 ⛏ Fast Castle
17 1,013 12:24 24:43 46:06 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,145 22,155 13,865 3,985 63,150 75,756
24,145 15,155 12,400 4,850 56,550 83,511
20,285 18,875 11,205 2,905 53,270 55,997
16,170 21,892 9,900 3,145 51,107 55,253
20,425 14,575 8,590 2,340 45,930 47,982
14,470 14,106 8,645 1,600 38,821 43,759
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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