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Hill Fort

503911429Analyzed
3v3 RM · 7d ago on Sep 3, 2026· 50m 43s· 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
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1128
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Player eAPM Actions Feudal Castle Imperial Opening
63 3,192 11:01 17:15 32:16 ⛏ Fast Castle
53 2,694 10:24 22:24 30:14 ⛏ Fast Castle
37 1,867 10:36 20:08 37:27 ⛏ Fast Castle
36 1,813 10:15 20:41 36:14 ⛏ Fast Castle
22 1,131 10:43 16:10 33:19 ⛏ Fast Castle
21 1,054 11:14 20:58 35:41 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,960 36,530 14,595 2,125 75,210 81,722
31,860 22,906 8,005 3,440 66,211 68,676
22,915 18,880 16,645 1,500 59,940 71,206
22,620 17,645 11,650 2,250 54,165 60,415
12,110 19,495 16,100 3,000 50,705 60,145
10,995 16,702 6,720 1,500 35,917 43,233
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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