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Hill Fort

503863840Analyzed
2v2 RM · 2mo ago on Sep 2, 2026· 80m 58s· 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
🇫🇷 Magyars · France
1189
+14
🇫🇷 Chinese · France
1069
+19
vs
🇫🇷 Britons · France
1182
-18
🇫🇷 Persians · France
1091
-14
Player eAPM Actions Feudal Castle Imperial Opening
46 3,693 10:46 18:14 42:29 ⛏ Fast Castle
34 2,782 10:15 21:32 39:25 ⚔ Archer Rush
30 2,397 8:55 17:45 35:20 ⛏ Fast Castle
30 2,425 11:53 17:20 52:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
42,495 52,157 16,035 3,450 114,137 119,118
30,675 40,158 21,150 3,585 95,568 97,105
49,150 25,576 16,290 3,350 94,366 104,723
23,320 21,666 22,130 2,585 69,701 82,493
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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