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Hill Fort

503900086Analyzed
2v2 RM · 7d ago on Sep 2, 2026· 102m 11s· 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
🇹🇷 Romans · Türkiye
436
+13
🇹🇷 Khmer · Türkiye
385
+15
🇧🇪 Spanish · Belgium
373
-14
🇧🇪 Vietnamese · Belgium
373
-14
Player eAPM Actions Feudal Castle Imperial Opening
22 2,252 13:16 26:12 48:36 ⚔ Skirmisher Rush
20 2,039 12:24 24:14 40:54 ⛏ Fast Castle
12 1,258 10:57 23:48 38:09 ⛏ Fast Castle
8 865 14:40 27:40 40:42 ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
26,095 42,710 37,555 2,010 108,370 172,802
29,270 19,400 23,595 2,470 74,735 83,385
30,470 13,410 25,290 3,575 72,745 93,002
22,205 22,365 20,555 4,665 69,790 93,777
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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