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Hill Fort

504027390Analyzed
3v3 RM · 1mo ago on Sep 3, 2026· 71m 33s· 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
🇧🇷 Teutons · Brazil
538
+17
🇩🇪 Huns · Germany
403
+22
🇨🇭 Vietnamese · Switzerland
390
+22
🇺🇸 Britons · United States
800
-110
🇺🇸 Lithuanians · United States
452
-16
🇺🇸 Bohemians · United States
434
-19
Player eAPM Actions Feudal Castle Imperial Opening
22 1,580 11:48 26:11 33:24
14 1,037 14:27 20:20 28:15 ⛏ Fast Castle
10 725 16:18 34:15 59:49 ⚔ Archer Rush
9 666 14:08 36:10 47:27
8 607 12:39 25:38 39:53 ⛏ Fast Castle
8 543 12:11 26:25 51:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,805 18,010 12,070 4,075 55,960 59,136
23,020 13,005 15,340 2,735 54,100 64,015
18,160 15,795 8,520 1,765 44,240 50,018
20,800 9,180 10,620 2,880 43,480 47,767
18,820 7,355 9,085 2,605 37,865 42,078
12,835 14,270 8,645 1,365 37,115 44,437
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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