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Hill Fort

506564968Analyzed
4v4 RM · 17d ago on Sep 14, 2026· 42m 52s· 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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1598
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🇺🇸 Shu · United States
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Player eAPM Actions Feudal Castle Imperial Opening
58 2,493 11:38 15:26 — ⛏ Fast Castle
58 2,469 10:43 14:13 28:18 ⛏ Fast Castle
57 2,438 11:23 15:02 32:32 ⛏ Fast Castle
56 2,389 10:23 15:50 37:21 ⛏ Fast Castle
46 1,978 10:35 15:12 36:00 ⛏ Fast Castle
38 1,645 10:00 15:33 33:37 ⛏ Fast Castle
27 1,152 10:57 16:43 31:30 ⛏ Fast Castle
25 1,061 10:36 15:22 36:59 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,470 14,994 15,515 3,925 65,904 73,770
25,935 16,405 9,475 1,700 53,515 65,290
19,935 16,600 11,350 2,900 50,785 53,779
24,110 12,553 6,975 3,550 47,188 57,031
17,195 14,495 12,540 1,800 46,030 48,191
14,025 10,513 8,550 2,300 35,388 43,700
12,810 11,615 4,580 1,690 30,695 32,582
12,260 12,875 3,730 1,045 29,910 31,931
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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