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Hill Fort

503930956Analyzed
2v2 RM · 7d ago on Sep 3, 2026· 29m 56s· 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
🇺🇸 Franks · United States
886
+16
🇺🇸 Koreans · United States
873
+16
🇨🇦 Spanish · Canada
889
-16
🇨🇦 Bulgarians · Canada
889
-16
Player eAPM Actions Feudal Castle Imperial Opening
39 1,165 11:06 17:33 ⛏ Fast Castle
28 827 10:13 21:46 ⚔ Archers FC
23 682 12:06 21:59 ⚔ Drush
16 487 11:51 17:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,105 3,875 2,090 980 15,050 16,279
6,640 3,305 2,680 0 12,625 13,867
5,475 4,950 1,080 780 12,285 15,938
4,615 3,890 400 875 9,780 11,451
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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