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Hill Fort

506047909Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 47m 21s· 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
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Victory
Defeat
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Player eAPM Actions Feudal Castle Imperial Opening
70 3,324 8:55 19:20 40:40 ⛏ Fish Boom FC
62 2,940 10:50 15:16 33:00 ⛏ Fast Castle
51 2,411 12:02 16:32 37:56 ⛏ Fast Castle
49 2,306 11:21 15:16 35:28 ⛏ Fast Castle
46 2,185 10:39 16:07 37:44 ⚔ FC into Archers
37 1,730 11:08 15:12 35:03 ⛏ Fast Castle
36 1,710 8:41 23:13 — ⚔ Archer Rush
34 1,589 10:44 16:27 41:39 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,310 14,876 13,470 1,525 62,181 73,512
26,375 14,750 13,690 3,055 57,870 62,429
31,940 16,343 5,030 2,160 55,473 58,137
17,500 17,855 12,080 3,650 51,085 52,807
19,000 16,590 9,290 1,890 46,770 54,396
14,345 13,216 11,770 2,805 42,136 43,272
19,565 7,473 9,120 3,450 39,608 43,509
12,600 10,053 7,130 630 30,413 31,212
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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