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Hill Fort

505785417Analyzed
3v3 RM · 20d ago on Sep 11, 2026· 31m 10s· 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
🇧🇷 Hindustanis · Brazil
1752
+7
🇧🇷 Tupi · Brazil
1654
+11
🇧🇷 Saracens · Brazil
1650
+11
🇹🇼 Bengalis · Taiwan
1613
-12
🇭🇰 Spanish · Hong Kong SAR China
1613
-12
🇦🇷 Mongols · Argentina
1393
-5
Player eAPM Actions Feudal Castle Imperial Opening
59 1,826 11:57 15:46 — ⚔ FC into Archers
58 1,813 8:08 23:33 — ⚔ Scout Rush
53 1,638 9:38 13:59 — ⛏ Fast Castle
42 1,313 10:40 16:40 — ⛏ Fast Castle
41 1,286 12:18 15:51 — ⛏ Fast Castle
37 1,167 12:09 15:53 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,175 8,125 3,710 325 20,335 21,585
7,200 6,710 2,870 1,505 18,285 18,488
10,875 4,635 1,750 100 17,360 17,788
7,115 4,202 1,570 1,035 13,922 17,221
5,930 5,673 1,130 1,035 13,768 14,642
6,305 3,943 1,210 15 11,473 12,506
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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