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Hill Fort

506055690Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 48m 13s· 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
66 3,184 8:59 19:18 33:41 ⛏ Fish Boom FC
63 3,053 10:35 14:54 30:55 ⛏ Fast Castle
39 1,894 11:44 15:30 35:22 ⛏ Fast Castle
38 1,812 11:17 15:50 33:18 ⛏ Fast Castle
37 1,799 8:00 22:39 38:56 ⚔ Archer Rush
35 1,711 11:54 16:02 40:50 ⛏ Fast Castle
33 1,615 9:41 16:23 44:20 ⛏ Fast Castle
24 1,170 10:57 16:33 38:00 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,680 31,453 17,935 5,365 83,433 92,070
32,010 13,375 13,460 1,665 60,510 64,411
20,625 21,015 12,220 4,200 58,060 71,365
17,330 21,745 10,620 2,010 51,705 51,474
21,300 12,883 9,110 3,575 46,868 55,119
18,090 14,510 7,930 2,990 43,520 65,819
17,230 14,651 5,945 2,550 40,376 47,079
14,150 7,060 5,020 1,765 27,995 28,674
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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