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Hill Fort

504079473Analyzed
4v4 RM · 6d ago on Sep 3, 2026· 35m 19s· 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
🇧🇪 Hindustanis · Belgium
1191
+15
🇩🇪 Cumans · Germany
1181
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🇨🇳 Japanese · China
1178
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🇫🇷 Britons · France
1246
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🇹🇼 Georgians · Taiwan
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🇫🇷 Wei · France
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🇹🇼 Slavs · Taiwan
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Player eAPM Actions Feudal Castle Imperial Opening
44 1,543 10:47 19:18 33:35 ⛏ Fish Boom FC
40 1,408 11:14 16:07 32:56 ⛏ Fast Castle
37 1,317 11:10 19:14 34:15 ⛏ Fast Castle
30 1,052 9:47 22:04 33:07 ⚔ Archer Rush
22 776 9:49 22:10 ⛏ Fast Castle
19 686 12:45 22:09 ⛏ Fast Castle
15 532 9:54 17:34 31:53 ⛏ Fast Castle
10 337 13:15 23:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,820 9,350 5,820 950 35,940 43,250
10,495 15,875 7,315 200 33,885 36,520
14,875 11,538 4,740 1,295 32,448 35,001
11,625 7,715 4,175 1,080 24,595 29,539
10,420 5,426 2,545 960 19,351 23,421
6,100 6,590 3,915 5 16,610 17,705
6,280 4,645 985 235 12,145 15,934
4,990 3,529 460 2,195 11,174 12,379
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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