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Hill Fort

506280852Analyzed
4v4 RM · 20d ago on Sep 13, 2026· 40m 54s· 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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1008
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1007
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1003
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Player eAPM Actions Feudal Castle Imperial Opening
39 1,582 11:05 21:27 36:19 ⛏ Fast Castle
30 1,245 11:09 17:45 32:01 ⛏ Fast Castle
27 1,105 10:29 21:27 — ⛏ Fast Castle
19 797 12:25 16:32 30:28 ⛏ Fast Castle
15 623 12:32 20:46 —
15 614 10:14 19:17 — ⛏ Fast Castle
9 379 12:27 23:35 — ⚔ Archers into Skirms
8 336 11:28 22:09 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,955 10,395 10,720 1,600 41,670 43,219
15,365 7,295 7,140 2,150 31,950 39,951
10,375 8,913 5,350 850 25,488 35,836
10,025 10,707 1,125 1,500 23,357 31,452
6,825 9,260 5,475 850 22,410 23,494
8,135 5,905 1,670 1,750 17,460 19,918
7,465 5,750 1,660 1,600 16,475 21,132
4,875 5,055 1,010 960 11,900 16,789
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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