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Hill Fort

503868271Analyzed
4v4 RM · 29d ago on Sep 2, 2026· 51m 10s· 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 3,022 11:15 15:20 48:46 ⛏ Fast Castle
52 2,682 11:04 17:12 37:39 ⛏ Fast Castle
45 2,301 11:14 14:53 38:24 ⛏ Fast Castle
44 2,234 11:15 15:44 36:34 ⚔ FC into Scouts
40 2,037 8:27 23:33 33:52 ⛏ Fast Castle
34 1,726 10:42 14:37 37:58 ⛏ Fast Castle
32 1,643 12:59 17:44 — ⛏ Fast Castle
31 1,566 9:51 17:21 29:39 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
42,390 29,483 10,205 2,925 85,003 89,429
26,660 27,613 16,405 2,120 72,798 75,345
35,935 20,458 8,955 6,255 71,603 74,289
25,125 21,206 18,520 975 65,826 75,159
20,910 23,294 17,620 2,920 64,744 73,146
25,885 13,721 13,645 1,780 55,031 57,256
13,495 16,285 8,740 1,250 39,770 41,222
13,750 8,215 8,380 2,480 32,825 35,144
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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