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Hill Fort

504059158Analyzed
4v4 RM · 28d ago on Sep 3, 2026· 26m 36s· 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
🇬🇧 Georgians · United Kingdom
1148
+14
🇮🇹 Chinese · Italy
1133
+14
1114
+15
🇩🇪 Persians · Germany
1098
+16
🇩🇪 Persians · Germany
1132
-16
🇨🇳 Jurchens · China
1106
-15
🇨🇳 Berbers · China
1090
-14
🇦🇷 Turks · Argentina
1071
-14
Player eAPM Actions Feudal Castle Imperial Opening
36 970 9:18 23:40 — ⚔ Archer Rush
29 764 12:37 16:47 22:06 ◆ FC into Fast Imp
24 641 9:28 18:43 — ⛏ Fast Castle
22 598 10:56 14:43 — ⛏ Fast Castle
21 569 11:38 16:47 — ⛏ Fast Castle
16 426 10:58 18:20 — ⛏ Fast Castle
16 422 11:39 15:53 — ⛏ Fast Castle
12 311 10:10 14:44 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,875 5,438 550 1,050 13,913 16,427
6,485 3,830 1,925 200 12,440 13,425
7,140 4,210 430 240 12,020 13,178
6,140 3,235 1,165 750 11,290 12,774
5,665 3,940 465 950 11,020 12,777
5,510 3,560 640 1,110 10,820 12,931
4,385 4,620 865 750 10,620 12,003
5,280 3,338 1,925 0 10,543 11,340
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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