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Hill Fort

506640044Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 52m 45s· 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
🇫🇷 Mongols · France
771
+10
🇧🇷 Sicilians · Brazil
680
+14
🇫🇷 Spanish · France
586
+17
🇻🇳 Malay · Vietnam
646
-14
🇷🇺 Burgundians · Russia
641
-14
🇦🇷 Spanish · Argentina
615
-13
Player eAPM Actions Feudal Castle Imperial Opening
18 930 13:43 42:20 —
18 951 10:01 20:19 40:22 ⛏ Fast Castle
17 880 12:09 25:42 44:45 ⛏ Fast Castle
14 746 10:58 36:00 48:25 ⚔ Towers FC
11 584 10:02 21:39 — ⛏ Fast Castle
5 243 11:58 22:19 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,575 7,855 7,935 2,350 34,715 41,167
11,360 6,375 4,690 4,775 27,200 28,351
6,715 6,220 3,715 3,825 20,475 23,737
5,920 5,770 1,360 2,215 15,265 18,079
5,150 5,190 1,000 860 12,200 15,690
4,350 2,505 200 0 7,055 10,334
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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