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Hill Fort

504574479Analyzed
4v4 RM · 28d ago on Sep 5, 2026· 38m 2s· 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
59 2,255 10:15 17:15 — ⛏ Fast Castle
43 1,643 11:46 15:45 20:31 ◆ FC into Fast Imp
36 1,352 10:36 16:33 30:50 ⛏ Fast Castle
35 1,327 10:02 14:39 — ⛏ Fast Castle
30 1,127 11:20 16:22 — ⛏ Fast Castle
29 1,100 12:10 16:42 36:49 ⛏ Fast Castle
24 912 10:23 20:03 — ⛏ Fast Castle
19 708 11:48 19:16 34:27 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,785 13,925 9,795 1,225 45,730 52,595
11,250 10,760 6,380 1,580 29,970 31,382
9,845 7,890 7,820 3,900 29,455 30,651
8,400 14,570 3,995 1,165 28,130 30,410
13,385 6,350 4,680 2,185 26,600 31,497
8,350 11,204 5,425 850 25,829 26,764
11,500 7,243 3,250 1,940 23,933 26,501
10,345 6,123 4,045 1,575 22,088 26,517
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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