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Hill Fort

506148507Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 49m 51s· 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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Player eAPM Actions Feudal Castle Imperial Opening
48 2,397 8:56 23:42 35:33 ⛏ Fish Boom FC
46 2,270 8:27 24:19 37:14 ⛏ Fast Castle
44 2,197 10:57 19:51 43:01 ⛏ Fast Castle
42 2,097 8:40 23:14 28:47 ⚔ M@A into Archers into Fast Imp
41 2,034 8:50 19:49 42:03 ⚔ Scout Rush
37 1,850 11:28 16:09 35:42 ⛏ Fast Castle
36 1,785 10:49 15:11 34:42 ⛏ Fast Castle
29 1,445 9:43 13:19 28:11 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,325 25,769 16,710 6,375 72,179 84,045
26,330 16,405 14,215 3,990 60,940 65,743
25,425 13,120 11,545 2,690 52,780 60,836
20,555 17,756 11,245 1,535 51,091 57,120
21,450 14,812 11,040 1,090 48,392 51,780
12,895 18,950 13,455 1,600 46,900 50,086
13,510 17,370 13,700 855 45,435 47,161
12,675 12,239 7,580 2,550 35,044 39,918
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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