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Hill Fort

504077813Analyzed
4v4 RM · 2mo ago on Sep 3, 2026· 35m 35s· 8 players
Game mode
Random Map
Map size
Large (8 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 · Albania
803
+11
🇪🇸 Turks · Spain
728
+14
🇮🇪 Portuguese · Ireland
714
+15
684
+16
vs
🇹🇷 Ethiopians · Türkiye
793
-18
🇺🇸 Armenians · United States
762
-17
🇲🇽 Persians · Mexico
619
-11
🇺🇦 Japanese · Ukraine
603
-10
Player eAPM Actions Feudal Castle Imperial Opening
27 958 10:32 22:12 — ⚔ FC into Archers
15 526 11:40 28:42 — ⛏ Fast Castle
13 446 9:25 23:28 — ⛏ Fast Castle
11 399 13:05 25:03 — ⚔ Drush FC
11 405 14:45 24:20 — ⛏ Fast Castle
10 357 13:24 25:26 34:25 ⚔ FC into Skirms
7 248 13:43 21:46 29:37 ◆ FC into Fast Imp
3 103 — — —

Resources

Player Food Wood Gold Stone Spent Collected
9,405 7,755 2,830 200 20,190 22,717
6,975 7,390 1,480 850 16,695 19,613
6,700 6,034 2,305 850 15,889 17,599
6,255 4,555 1,895 1,405 14,110 17,529
6,875 3,710 2,280 1,000 13,865 16,541
6,125 5,100 1,265 455 12,945 13,496
6,050 4,585 1,050 850 12,535 17,545
1,090 410 0 0 1,500 3,350
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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