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Hill Fort

506430335Analyzed
3v3 RM · 19d ago on Sep 13, 2026· 41m 15s· 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
🇭🇰 Maya · Hong Kong SAR China
1361
+17
🇭🇰 Cumans · Hong Kong SAR China
1328
+18
🇲🇽 Saracens · Mexico
1316
+18
🇫🇷 Slavs · France
1390
-18
🇫🇷 Huns · France
1388
-18
🇫🇷 Poles · France
1360
-17
Player eAPM Actions Feudal Castle Imperial Opening
46 1,908 10:45 16:07 40:57 ⛏ Fast Castle
45 1,844 11:10 20:09 38:59 ⛏ Fast Castle
34 1,411 9:02 17:37 32:30 ⛏ Fast Castle
30 1,254 9:29 20:55 28:30 ⛏ Fast Castle
24 989 11:00 16:56 39:16 ⛏ Fast Castle
20 826 10:21 16:56 33:17 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,360 10,130 20,220 850 57,560 58,834
20,280 14,985 4,635 2,250 42,150 46,041
20,630 9,685 9,270 2,100 41,685 42,638
11,825 12,039 9,375 1,600 34,839 39,398
13,285 7,680 7,150 2,185 30,300 32,404
9,150 10,975 8,880 200 29,205 33,307
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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