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Hill Fort

506580652Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 46m 0s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇨🇳 Shu · China
1287
+12
🇧🇬 Byzantines · Bulgaria
1214
+15
🇱🇾 Ethiopians · Libya
1174
+17
🇦🇷 Britons · Argentina
1248
-17
🇦🇷 Slavs · Argentina
1233
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🇦🇷 Georgians · Argentina
1092
-11
Player eAPM Actions Feudal Castle Imperial Opening
50 2,308 11:37 15:25 32:57 ⛏ Fast Castle
36 1,636 10:40 19:02 33:08 ⚔ FC into Archers
36 1,637 10:54 16:24 32:19 ⚔ FC into Archers
35 1,597 11:16 16:05 44:21 ⛏ Fast Castle
27 1,249 11:14 17:57 29:43 ⛏ Fast Castle
21 986 9:28 16:35 35:51 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,190 25,651 15,740 5,000 74,581 83,527
24,700 24,908 10,670 4,170 64,448 69,102
29,140 15,550 7,420 2,570 54,680 62,943
24,260 16,655 11,860 950 53,725 65,056
22,470 21,365 5,160 3,970 52,965 57,569
22,985 7,960 9,905 2,420 43,270 48,269
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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