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Hill Fort

506586017Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 27m 31s· 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
🇲🇽 Maya · Mexico
1462
+15
🇲🇽 Spanish · Mexico
1397
+17
🇲🇽 Mongols · Mexico
1377
+18
🇲🇽 Tupi · Mexico
1339
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🇨🇳 Spanish · China
1486
-20
🇹🇼 Hindustanis · Taiwan
1440
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🇦🇺 Tatars · Australia
1408
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🇵🇹 Mongols · Portugal
1369
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Player eAPM Actions Feudal Castle Imperial Opening
56 1,539 8:51 21:14 — ⚔ Archer Rush
55 1,515 10:17 17:30 — ⛏ Fast Castle
47 1,301 9:13 14:00 — ⛏ Fast Castle
34 932 9:56 21:58 — ⚔ Archer Rush
32 889 8:13 15:34 — ⛏ Fast Castle
29 792 10:23 14:57 — ⛏ Fast Castle
29 790 10:11 14:28 — ⛏ Fast Castle
24 662 11:53 15:52 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,175 7,545 1,475 400 18,595 23,406
8,665 6,610 985 1,090 17,350 20,724
8,300 5,040 1,750 850 15,940 16,469
6,425 6,505 2,845 100 15,875 16,994
5,395 6,233 3,015 795 15,438 16,751
5,950 4,615 1,570 985 13,120 13,992
5,225 5,225 1,245 885 12,580 13,277
6,390 3,890 1,270 780 12,330 15,287
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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