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Hill Fort

506556324Analyzed
2v2 RM · 20d ago on Sep 14, 2026· 45m 5s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇧🇷 Franks · Brazil
1031
+14
🇧🇷 Khmer · Brazil
967
+16
🇹🇼 Persians · Taiwan
998
-16
🇪🇸 Italians · Spain
955
-14
Player eAPM Actions Feudal Castle Imperial Opening
26 1,185 10:58 15:29 30:52 ⛏ Fast Castle
25 1,109 10:23 18:37 33:21 ⛏ Fast Castle
23 1,030 11:35 18:03 33:54 ⛏ Fast Castle
14 633 11:35 21:45 37:14 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,830 17,015 13,245 1,705 57,795 63,224
19,320 11,160 10,250 2,925 43,655 47,555
17,780 13,385 7,760 2,320 41,245 48,914
15,690 12,695 6,605 2,150 37,140 40,947
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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