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Hill Fort

503910342Analyzed
4v4 RM · 29d ago on Sep 3, 2026· 39m 32s· 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
74 2,926 9:24 20:24 32:16 ⛏ Fast Castle
59 2,322 11:27 15:32 36:31 ⛏ Fast Castle
46 1,821 10:55 16:36 32:18 ⛏ Fast Castle
37 1,482 11:30 17:55 34:39 ⚔ Archer Rush
36 1,432 10:46 17:06 33:25 ⛏ Fast Castle
30 1,177 11:01 15:09 31:39 ⛏ Fast Castle
24 950 10:47 14:32 35:46 ⛏ Fast Castle
24 944 11:55 15:34 35:11 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,320 21,530 8,465 4,225 48,540 54,653
13,725 18,055 10,870 4,950 47,600 52,081
20,185 12,403 10,910 1,050 44,548 48,853
25,220 9,265 4,990 1,265 40,740 45,603
15,965 13,411 8,585 2,250 40,211 44,926
16,825 13,690 4,990 3,290 38,795 42,450
14,575 14,860 6,825 1,895 38,155 43,300
14,775 14,218 4,475 3,800 37,268 43,124
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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