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Hill Fort

506599731Analyzed
4v4 RM · 17d ago on Sep 14, 2026· 67m 39s· 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
44 2,998 8:59 19:42 37:29 ⛏ Fast Castle
42 2,842 11:20 15:54 31:58 ⛏ Fast Castle
41 2,802 9:45 19:18 36:23 ⛏ Fast Castle
29 1,967 10:34 16:56 36:09 ⛏ Fast Castle
26 1,739 11:44 17:53 39:13 ⛏ Fast Castle
24 1,600 8:30 22:52 32:02 ◆ Galleys FC
24 1,614 12:02 15:59 37:24 ⛏ Fast Castle
16 1,101 10:16 14:29 35:04 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
120,010 39,800 63,010 5,375 228,195 240,182
94,730 37,306 27,915 4,185 164,136 164,998
53,660 33,790 42,490 1,755 131,695 144,643
56,555 27,171 29,035 3,250 116,011 121,834
25,315 34,370 24,750 5,505 89,940 102,106
17,780 40,234 28,225 2,960 89,199 100,847
37,595 28,775 9,095 1,600 77,065 95,401
15,015 30,165 20,335 4,850 70,365 89,308
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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