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Hill Fort

504221241Analyzed
2v2 RM · 28d ago on Sep 4, 2026· 60m 22s· 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
🇧🇷 Bulgarians · Brazil
757
+28
🇧🇷 Khmer · Brazil
723
+21
🇹🇷 Khmer · Türkiye
756
-17
🇬🇧 Bohemians · United Kingdom
674
-13
Player eAPM Actions Feudal Castle Imperial Opening
40 2,422 10:33 19:27 30:27 ⛏ Fast Castle
15 876 11:34 — — ⚔ Scouts into Skirms into Archers
13 756 13:02 33:10 50:10 ⚔ Drush
10 599 11:37 20:23 34:03 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,725 16,775 10,205 2,200 40,905 45,478
19,365 7,665 11,035 1,925 39,990 41,632
8,225 13,800 9,025 1,400 32,450 45,409
5,320 2,125 335 125 7,905 9,309
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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