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Hill Fort

503856920Analyzed
3v3 RM · 7d ago on Sep 2, 2026· 59m 45s· 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
🇨🇳 Khmer · China
807
+7
🇨🇳 Persians · China
712
+10
🇨🇳 Huns · China
416
+23
🇦🇷 Spanish · Argentina
653
-16
🇮🇳 Wu · India
587
-13
🇹🇷 Gurjaras · Türkiye
514
-10
Player eAPM Actions Feudal Castle Imperial Opening
16 969 12:08 27:43 37:13 ⛏ Fast Castle
16 933 15:38 26:24 32:03 ⛏ Fish Boom FC
15 916 11:31 19:15 39:41 ⛏ Fast Castle
13 797 12:16 26:05 37:38 ⛏ Fast Castle
12 732 11:38 16:39 33:02 ⛏ Fast Castle
7 413 16:10 28:02 47:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
35,720 18,290 14,200 2,900 71,110 87,784
21,130 30,090 6,560 4,005 61,785 65,209
24,620 8,445 14,360 1,500 48,925 64,853
24,420 7,975 14,595 850 47,840 60,192
18,890 14,009 7,490 2,140 42,529 50,246
8,615 5,670 3,200 1,400 18,885 24,592
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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