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Hill Fort

506428798Analyzed
4v4 RM · 18d ago on Sep 13, 2026· 47m 7s· 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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1639
+15
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1636
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1622
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1614
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1617
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1606
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1584
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Player eAPM Actions Feudal Castle Imperial Opening
55 2,600 10:58 15:38 42:17 ⛏ Fast Castle
54 2,556 9:57 21:09 — ⛏ Fish Boom FC into Galleys
46 2,170 10:08 16:26 34:47 ⛏ Fast Castle
41 1,926 8:30 19:34 41:54 ⚔ Scout Rush
39 1,839 10:37 21:21 36:18 ⛏ Fish Boom FC
36 1,690 10:21 17:15 41:15 ⛏ Fast Castle
35 1,626 9:58 20:49 34:44 ⚔ Drush FC
33 1,572 10:17 14:14 36:04 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
37,240 17,190 25,560 3,250 83,240 84,059
25,300 18,160 11,985 3,100 58,545 62,924
21,155 13,330 9,670 2,350 46,505 47,871
16,335 17,455 10,300 2,285 46,375 53,908
20,405 11,050 12,720 950 45,125 49,834
14,705 14,625 11,505 850 41,685 45,159
22,100 9,445 7,895 1,010 40,450 49,572
12,920 15,277 4,170 4,060 36,427 37,626
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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