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Hill Fort

505694745Analyzed
4v4 RM · 20d ago on Sep 10, 2026· 33m 57s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
48 1,620 11:54 19:52 — ⚔ Archers FC
44 1,481 8:18 20:50 — ⛏ Fast Castle
43 1,449 10:56 16:54 — ⛏ Fast Castle
43 1,459 11:28 15:37 — ⛏ Fast Castle
40 1,352 8:28 18:29 31:25
36 1,226 10:42 16:02 — ⛏ Fast Castle
31 1,053 8:51 19:29 —
27 903 9:26 19:58 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,195 8,539 3,850 300 25,884 26,850
10,010 11,235 2,745 1,655 25,645 27,800
12,210 7,240 3,305 1,500 24,255 26,559
11,935 7,600 3,185 850 23,570 28,088
7,975 8,104 4,965 200 21,244 23,183
8,080 6,765 3,830 755 19,430 22,385
6,545 8,795 2,850 940 19,130 19,945
9,745 3,406 2,480 1,300 16,931 19,562
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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