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Hill Fort

506996781Analyzed
4v4 RM · 17d ago on Sep 16, 2026· 41m 43s· 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
🇺🇸 Armenians · United States
1007
+15
🇲🇽 Aztecs · Mexico
960
+17
🇺🇸 Britons · United States
946
+17
🇺🇸 Huns · United States
929
+18
🇨🇳 Bohemians · China
1027
-19
🇵🇪 Byzantines · Peru
976
-17
🇮🇳 Franks · India
974
-17
🇨🇳 Sicilians · China
915
-14
Player eAPM Actions Feudal Castle Imperial Opening
33 1,389 11:46 24:28 — ⚔ Archer Rush
17 728 11:32 20:18 — ⛏ Fast Castle
17 704 11:25 17:32 34:13 ⛏ Fast Castle
17 721 12:36 20:06 35:33 ⛏ Fast Castle
14 572 9:59 17:02 34:31 ⛏ Fast Castle
1 37 — — —
1 32 — — —
1 21 — — —

Resources

Player Food Wood Gold Stone Spent Collected
18,865 7,695 5,470 2,850 34,880 44,828
11,200 12,595 3,805 1,200 28,800 31,902
12,680 7,400 6,260 2,090 28,430 29,356
11,305 8,565 4,055 2,150 26,075 31,597
9,230 11,533 4,480 425 25,668 27,279
250 125 50 0 425 260
100 25 0 0 125 239
0 50 0 0 50 149
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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